You can do tearing with nCloth. The general technique essentially pre-tairs the input mesh, creates constraints with glueStrength along the created seams then welds the output and smooths the normals.
This is set up with the make tearable constraint. If you just selected the cloth and and create the constraint it will make every edge tearable which may be over kill, and hard to control. It would be better to first select the poly edges you wish to be able to rip before making the constraint, then only these vertices will be torn and the simulation will also be faster and simpler. (instead of edges one could select vertices, but then all edges connected to each vertex can separate… also edge constraints can have bend resistance) In some cases you may wish to first model the cloth mesh to have edges that would create nice rips.
The make tearable constraint affects the topology going into the cloth, so pre-existing constraints may need to be remade, as the indice numbering can change.