This object is built around the concept of source layers each with its own hierarchy.
The xpShatter object must have at least one 'Source Layer' which is the source of the shattering and which, by default, is a conventional Voronoi shatter layer.
You can, however, add multiple layers, each with its own distinct hierarchy of settings and options and modify and/or delete the default layer if required.
If you have more than one shatter layer, the first layer will break the object, then the second layer will break the fragments of the object, and so on until all layers have been processed.
User Interface (UI) settings for the Voronoi layer.
Each source layer must in turn have at least one 'Point Generator', which actually generates the fragments of the object.
Again, you can have more than one point generator for each source layer if desired, each with its own settings.
The point generators must be child objects of the source layer.
Each point generator then has its own set of properties, some of which require additional objects such as a texture tag, a special xpPointContainer object, or another mesh object.
Finally, each point generator can also have optional 'Point Modifier' layers applied to it, such as Translate or Scale.
Make the object to be shattered a child of the xpShatter object and it will be broken using a single Voronoi source layer and a single Point Generator.
Then, you can add or remove source layers, add point generators, alter the settings etc. until you have the effect you want.