Voronoi By Points
As you might have read in the introduction (“Fracture Tools”), the number, size and position of the fragments is determined by seed points. These seeds do not necessarily have to be created randomly, but they can also be originated from vertices of a reference object to create a certain pattern. The tool is split into two sections.
Voronoi
Here the basic settings are made. In contrast to “Fracture uniform” and “Fracture By Geometry”, the number of fragments is determined by the number of vertices/points of the source object. Therefore, “Fracture By Points” lacks a “Rough number of pieces” input field.
Seed
If you want to avoid the same distribution of fragments for equally shaped objects or do not like the current pattern, please enter a different "Seed" value. Please bear in mind that this parameter is directly connected to “Randomness”: you will not see any differences in the pattern when you change “Seed” without adding some randomness (> 0).
Apply globally
This option is only relevant in combination with a MultiBody: the seeds are applied globally to all elements of a selection, not individually on a per-object basis.
For more information please visit the introduction to RealFlow's Voronoi Tools. There you will find a detailed explanation.
Points
The Voronoi seeds are taken from a source that can be specified here.
Points source
You can either type the name of a point source in the input field or choose one from a list with “…” button. Only polygon objects are accepted.
Randomness
Adding some “Randomness” is a very good method of avoiding regular structures or patterns. If you want to achieve different looks with the same source object, enter a value between 0 (no randomness) and 1 (maximum randomness).