Hi guys, thanks for the compounds, very useful!
My base mesh is a combination of diamonds and triangles (to give a nice torn look to the edge of the cloth) so used vincent's method and it works well, but crashes when I'm trying to combine it with uv transfer. Might be to do with order of operators etc, trying some diff combinations.
There are also some floating polys at the edges which I'd like to filter out using the filter points tab in the empoly options, struggling with how to idnetify those in the icetree.
Here's the base lagoa ice tree I'm using - just a polymesh to emit, and a few nulls to control where the elastic breaking point is weaker and to add some reverse gravity to the top section once it's separated. The uv stuff is something guilliame posted a while back, doesn't need to be there for the sim.