RayFire Tracer piped into TP after breaking by map. The rifts are then volume broken and tiny debris comes off of edges but is not part of the SC simulation.
The setup is stupid simple yet has nice detail and RayFire Tracer is blazing fast fracturing it in that detail (multi threaded) and already provides you with IDs for edges and fragments! How to use RayFire Tracer check here: youtube.com/watch?v=L9ynm8U04hc
Note to self: Some pieces are lingering in mid air. a PSelect > ParticeDie will take care of that.
In this tip tutorial we'll take a look at how we can simulate raindrops falling over a glass in a simple way
using Particle Flow. We'll create a simple setup to control the water drops collision over the glass surface and all the
relative behavior after the collision.