VoroFrag
VoroFrag is a free modifier that allows to make voronoi fragmentation. It handles convex and concave objects, as well as hollow meshes and open surfaces. It offers a "Box Mode" for quick fragmentation. Support for mapping coordinates, material ID and normals.
Recompiled for 3DS Max version 2017 to 2021
You will find the full documentation (in pdf), the change_log and the plugin in the attached file
Attachment | Size |
---|---|
vorofrag_v2.5a.zip | 3.32 MB |
vorofrag_2.5_2015-2021.zip | 2.72 MB |
Comments
Max2011
This looks like a fantastic plugin and exactly what I need. Would it be possible to get a 3dsmax 2011 version? If you do not have the 2011 SDK and would not mind sharing your code, I could compile it for you to include in the zip file for other 2011 users to enjoy too. Either way, great work on this project and thanks for sharing!
Thanks for sharing this
Thanks for sharing this powerful plug :) One point to you ;)
@digital3ds
I'm currently working on a new version where I've corrected many things but I never found the issues concerning the viewport selection or the obj export.
Are you using the 32 bits version of Max 2012 ? And is it the standard, design or education version ? Could you also help me to reproduce this issues with a short procedure ? I would also need to know your detailed system specs...
Maybe, you could send me all this informations by mail.
Issues
Has anyone else comes across active viewport selection problems? (using max2012) I also have errors when I export as obj - max crashes, and I don't have many fractures.
Great script, but it crashes for me :/
Great tool, keep it up with
Great tool, keep it up with the good work man! ;)
www.doriancga.blogspot.com
www.dorianBUSHI.com
2d-3D Artist
Very Powerful~
This tool is very very powerful and useful!!
Thanks a lot~
But Modifiers are much more
But Modifiers are much more flexible in processing
the chunks and can be copied/instanced between
different objects to be fragmented.
I also think this is the better decision for a
flexible workflow :-)
I understand your reasons but...
... conceptually, modifiers in max do not generate objects. They only apply modifications to whatever object is fed to them.
If you consider that more often than not fractured objects are used in animations, then it makes sense to have the parts as separate objects and that's what Compound Objects are for.
Just something to consider for the future, of course. Your plugin, your call ;)
Out of curiosity, what algorithm are you using for the Voronoi diagram?
Interesting
@Garp:
It's interesting but the conversion to the Compound Objects would involve a lot of changes in the code. And personnaly, when I have the choice, I prefere to use the modifiers... Anyway it's still a good idea!
I think there would be a way to directly link the detached fragments to a new empty PFlow Source by generating a "Birth Script" operator. This could be an option in the "Detach" rollout: you would just have to detach the fragments and then you get a new PFlow already correctly linked with the frags.
I think, if I add a new feature, it has to be stable and user friendly.
So I thank you for this nice idea and for your support.
Yes.
Here's an idea. How about an option to commit the parts to the underlying particle system? This would speed up the workflow with simulations.
It would make it belong to the Compound Objects category, instead of the Modifiers.
Thanks for keeping developing it.