I'm trying to use the built-in Exploder, however I'm getting two issues:
- All chunks are created black, regardless of the volume exploding. I tried using different materials (PBR and Diffuse) to no avail. I also tried toggling the Cast/Receive shadows on the particle system.
- I'm getting a lot more voxels than what was removed from the original volume - is that intended behaviour? Is there a way to make sure the explosion voxels (particles) correspond to what was removed from the volume?