Thanks for your answers Demno. Much clearer.
I tried out a similar scene in Rayfire and it was pretty simple to get working. Normally I’d pre-fragment the objects as in your case, but since I knew I’d be replacing the geometry (which of course I wouldn’t in the real world, so that’s slightly cheating) I let Rayfire handle the fragmentation itself. I let it fragment with an iteration of 2 and a small delay to prevent both happening at once. Then I just ran it. The object fell, collided with the sphere, fragmented into large pieces, they fell, collided with the floor and fragmented again.
I made sure to UV and set up materials for my object to make sure those areas were covered.
Worked out pretty well. Not procedural as such, but close to.
Then the important bit. I deleted the fragmentation (rayfire stores the original and fragments a clone). Used the standard Max File>Replace option to bring in the new mesh. This keeps the node and all its properties intact, but just replaces the geometry. The object was still in the Rayfire dynamic object list (even if it wasn’t , the options are all still stored and you can just drop the new object into the dynamic object list), so all I had to do was re-run the sim and the new object fragmented on both contacts as before with no messing about.
In reality I wouldn’t do this as most of my scenes have at least an element of manual fragmentation (metal components, beams, breaking up constructed materials on natural weak points and joints) and it’s rare for it to be suitable for the automatic fragmentation.
I did have a few problems. We use metres and PhysX has a few bugs in where small objects can cause it to crash. This happened on two occasions, but tweaking some of the fragmentation options to prevent too small fragments sorted that out. I also had some objects ping off at high speed. This is again a common issue with metres and PhysX. ddly increasing the substeps made it worse. Normally I’d just keep tweaking things until it played smoothly.
I was surprised the replace trick worked so smoothly. I’ve never really done that before. Most of the time I’d have to break the new model up again myself and there’d be a lot of re-work. But that’s not the fault of the tool, it’s just the sort of objects I work with.
So yeah, a simpler scene than I’d normally have and a few tricks I wouldn’t normally use, but worked really quite well. Maybe not as procedural as Houdini, but easier to change than Maya with PDI from your description.
For me the tricky bit comes where we need to include deforming geometry in the sim. Rayfire isn’t set up for that really. I’d be keen to see how you’d handle something like having rubble fall on a car.