Thanks mir-vadim,
Cheers,
Martin
I wanted to give to this video more clear name but Anselm forced me to name it as:
Enjoy and take into account that this is just beta version, work in Progress. 
i admit it was me
at least i think it is cool…but “cool” undervalues it by a wee tinny bit even imo 
Mir-vadim,
You are truely a mad genius (that is a compliment by the way).
Your application just keeps getting better and better.
David
Dude beautiful:D, I remember quite some time back you were talking about this type of implementation.
That’s wonderful, imagine how much doors this opens up. Can’t wait for a release of that one!
Awesome man!!! Thats a realy “cool” and useful feature. Rock on and keep it real.
greetz
Awesome feature mir - can an image of draw cracked lines be used as well, or does it use closed shapes?
Shortly about how these new features works.
First part let You cache shapes using black\white maps.
It caches them as coordinates for shapes, so after You cached map once, You can quickly create shapes at any time later. Also it is posiible to cache Your own shapes, selecting these shapes and right clicking on “Add” button.
Problem for now is that it creates shapes only on edges of black and white pixels, this mean that if You will draw black line on white map, after caching You will get two shapes with distance between them, You can scale them a little to fix this tho.
Second part let You fragment Impact objects using shapes, created from cached file or drawn by You, no matter. Only You have to do is just position them, so their Z axis direction will look at Impact object (pay attention that You can postion them at any angle from each other, no need to keep them parallel), select them, and hit “Fragment” button.
Basically all works fine already, but sometimes when You use hipoly Impact objects, or shapes with a lot of vertices, or a lot of shapes, proBoolean may fail. And at this moment I am trying to optimize this system as much as possible.
Also, there are not a lot of options, but I decided to release it with minimum properties for now. After You all will test it I will add properties which You need more.
Hi.
Just want to note that 1.43 release date will be shifted for a week or so.
The reason is that I just added new fragmentation type and want to test and fix it before release.
New fragmentation type based on Voronoi diagram, and let You to fragment objects in different way then current RayFire fragmentation types.
Here some info about Voronoi diagram
And here screen grab witn new feature in action.
www.mirvadim.com/videos/screen/RayFire_1_43_Voronoi.avi
OMG!
FINNALY!
Man I have been waiting for someone to implement the Voroni diagram for fracturing in max for AGES! This is so nice to see. Great freaking work man.
-Andrew
And with spline fracturing, it gets even sweeter. Await fracturing presets soon! And this is only the begining. The shapes/map/noise fragmentation engine offers sooo many possibilities, you’ll be surprised by the next releases!
Just few more test previews 
Simple box fragmentation.
4096 fragments
456 s. with redraw ON
372 s. with redraw OFF
RayFire_143_Voronoi_4096Frag_Test_01.avi
Fragmentation relative to Impact point. Work in progress tho.
RayFire_143_Voronoi_410Frag_Test_02.avi
Very nice… any real changes in stability, speed and so on by using the new fragmentation method compared to the old ? im thinking about the first test.
Cool tests mir, especially the parts close to the fragmentation. I like the rocky, rounded quality of the pieces.