it’s a pretty good one imho. I had to use it on the last project. there is some control over the shapes, but it will always be convex. so the result is always a voronoi style look. What you can do though, is scale the grid in world axes. and you have a falloff possibility where you make it start with big chucks and get to smaller ones over space.
I remember it created pretty clean meshes and was more or less stable. never tried the texture thing though.
if you play with it a little, you will start to understand how it works.
it basically creates closed elements within a polyMesh.
the way we used it was that we broke up irregular frags with a lot of detail with rayfires dragFrag mode. and then applyed a volumebreaker modifier on top of those. this gave the abilty in tp to simply frag off the new elements on collision and such.
It’s definitely very cool! One important thing to note is, that the workflow between volume breaker / tp and Rayfire is very different! VB/TP is more on the procedural side, while RF is more on the manual side. Both are good/not so good in specific situations. It’s like texturing, oddly enough, sometimes you need to place it procedurally, other times you need to paint something specific in. Might sound strange, but I think it’s a good analogy 

