What are the fracture tools? They’re a fairly new addition to blender’s arsenal of useful little plugins that now comes default in 2.59 (just make sure you enable it in the user preferences).
Basically the fracture tools can be used to break up objects in a realistic fashion providing you with a set of shards. It also has a few nifty features like letting you quickly add a physics simulation to all the shards regardless of how many there are.
Here’s that link I mentioned in the video: The tutorial by Rainer Selvet that shows you pretty much everything I did including how to set up the logic bricks to get it to shatter on a collision. Also it’s the tutorial I checked out when first learning about the fracture tools a few months ago.


Glad to see ya back in the saddle. Nice tip.
Thanks Greg.
nice quick tip tutorial! thanks
Nice thank you
That is Freddiew Makes yo forget what you were doing
Thanks for the tutorial, Greg.
Everything would be so much better with unicorns ;)
I did find this tutorial clarifying. However, I wish you had extended it a bit to talk about the different possebilleties.
Not complaining, just suggesting.
Greg, it's nice that you touched that theme. There are some other possibilities:
- somehow it can be done that the shards will not be break out like an explosion.
- you can tell about simplifying the curves in f-curve editor
- also there are some things about different materials.
Sorry I didn't checked that links yet so maybe those things are present there already.
21 Nov ’11 9:42 pm by Namamama IF YOU ARE INTERESTED IN USING FRACTURE TOOLS READ THIS:Ok. Its funny that he should bring up that FreddieW video sueacbe thats actually what sparked my interest in CG. Im pretty new to blender, i just started using it this past summer, but I'm getting pretty ok with it and have used the fracture tools a lot. I discovered a few pointers:•The fracture tools work best with the basic shapes available in the blender menu (cubes, spheres, etc.). If you import a building into blender, do not expect to just be able to click "fracture" and have the building magically fall apart as though it were in a Michael Bay movie. To get around this, what i usually do is make a square shaped hole in the building in edit mode. Be sure to make it larger than what you intend to blow up. Back in object mode, add a cube, and scale it to fit the hole in the building, this way it LOOKS like its part of the building wall, when they really are two separate objects. •Make sure not to mess with objects in edit mode if you intend to fracture them. Instead, scale them in object mode (this goes with my first point).•I recommend looking at the text tutorial mentioned in the video (links in the videos description). It will tell you the very basics of the logic editing and all that fun stuff. However, there are a few things i have found that i would like to add to the text tutorial:– When doing logic editing, i recommend using "touch" in the place of "collision." The reason is that when you use "collision," it takes away a lot of your control. In other words, if you had a fractured cube, and a ball flew through the side of the cube, the entire cube would fall apart, instead of just a chunk. If you do replace "collision" with "touch," you will notice that at the bottom of the node there is a "material" option. This means that the shard will only have its dynamics restored if it touches a certain material. This allows me to give the collision object a separate material, so that only the shards that actually touch the colliding object get blown up.–(This goes with the above point). If you want to have shards that do not touch the collision object collapse, what you can do is add another collision object. Make the material the same as the original collision object. Now go to its physics settings, and check "ghost." This means that the object will touch the shards, and it will activate their dynamics, but it will not push them out of the way, and the shards will merely fall down. This is useful in building collapse scenes, etc.–This is the final point. This one is rather advanced, and by no means necessary. Most people who work with exploding stuff (Freddie Wong, Michael Bay, etc.) use a program called Rayfire. Rayfire is a plugin for 3DS Max which is able to realistically explode stuff. I noticed while i was watching videos that people using ray fire were able to cause individual shards to shatter into more shards once they hit the ground. For example, a robot would smash through a brick wall, and the bricks would shatter, and then when the shards hit the ground, they would shatter into even smaller shards. This looked wonderful, and i wondered how i could reproduce this in blender. The key, i found, was in the logic bricks once again. Here is how you do it:1. Select the shard you want to shatter.2. Duplicate it.3. Click alt-G to move the duplicate shard to the center of plane.4. Fracture the duplicate shard, and move all the pieces to another layer.5. Go back to the original shard and enter its logic.6. hook it up like so: Touch>And>EditObject7. In the Touch node, select the material that you gave to the ground.8. In the EditObject node, change "add object" to "End object"9. For every shard that you made earlier, add another "EditObject", leave each of these to "Add Object."10. Put the name of each shard you made earlier into each "Add Object" node.11. Now move back to the layer where you put your duplicate shard (and its pieces).12. press A to select all the shards.13. Press Shift-C to move the 3D cursor to the center.14. In the object tools, click "Origin" and then "Origin to 3D cursor".15. Enjoy.Thanks for reading. I felt like i should share my discoveries with the world. If your confused, I'm not surprised. Im sure what i just wrote is almost incomprehisible to most people exept me. Good night.
is this tool usable for non-cube like objects ? i tried this on a sphere and it generates nasty artifacts on the surface so that the sphere looks cracked.. it's a shame..
That's all about shading :) add an edge split modifier to the shards (you can add it to one and then select them all and use ctrl+L to copy the modifier to all of them) or just set it to flat shading to see.
thanks Greg, this helps a lot, but still the shading is not even on the surface... I wil have to use flat shading after all. :)
Nice unicorn, and nice tut.
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IF YOU ARE INTERESTED IN USING FRACTURE TOOLS READ THIS:
Ok. Its funny that he should bring up that FreddieW video because thats actually what sparked my interest in CG. Im pretty new to blender, i just started using it this past summer, but I'm getting pretty ok with it and have used the fracture tools a lot. I discovered a few pointers:
•The fracture tools work best with the basic shapes available in the blender menu (cubes, spheres, etc.). If you import a building into blender, do not expect to just be able to click "fracture" and have the building magically fall apart as though it were in a Michael Bay movie. To get around this, what i usually do is make a square shaped hole in the building in edit mode. Be sure to make it larger than what you intend to blow up. Back in object mode, add a cube, and scale it to fit the hole in the building, this way it LOOKS like its part of the building wall, when they really are two separate objects.
•Make sure not to mess with objects in edit mode if you intend to fracture them. Instead, scale them in object mode (this goes with my first point).
•I recommend looking at the text tutorial mentioned in the video (links in the videos description). It will tell you the very basics of the logic editing and all that fun stuff. However, there are a few things i have found that i would like to add to the text tutorial:
– When doing logic editing, i recommend using "touch" in the place of "collision." The reason is that when you use "collision," it takes away a lot of your control. In other words, if you had a fractured cube, and a ball flew through the side of the cube, the entire cube would fall apart, instead of just a chunk. If you do replace "collision" with "touch," you will notice that at the bottom of the node there is a "material" option. This means that the shard will only have its dynamics restored if it touches a certain material. This allows me to give the collision object a separate material, so that only the shards that actually touch the colliding object get blown up.
–(This goes with the above point). If you want to have shards that do not touch the collision object collapse, what you can do is add another collision object. Make the material the same as the original collision object. Now go to its physics settings, and check "ghost." This means that the object will touch the shards, and it will activate their dynamics, but it will not push them out of the way, and the shards will merely fall down. This is useful in building collapse scenes, etc.
–This is the final point. This one is rather advanced, and by no means necessary. Most people who work with exploding stuff (Freddie Wong, Michael Bay, etc.) use a program called Rayfire. Rayfire is a plugin for 3DS Max which is able to realistically explode stuff. I noticed while i was watching videos that people using ray fire were able to cause individual shards to shatter into more shards once they hit the ground. For example, a robot would smash through a brick wall, and the bricks would shatter, and then when the shards hit the ground, they would shatter into even smaller shards. This looked wonderful, and i wondered how i could reproduce this in blender. The key, i found, was in the logic bricks once again. Here is how you do it:
1. Select the shard you want to shatter.
2. Duplicate it.
3. Click alt-G to move the duplicate shard to the center of plane.
4. Fracture the duplicate shard, and move all the pieces to another layer.
5. Go back to the original shard and enter its logic.
6. hook it up like so: Touch>And>EditObject
7. In the Touch node, select the material that you gave to the ground.
8. In the EditObject node, change "add object" to "End object"
9. For every shard that you made earlier, add another "EditObject", leave each of these to "Add Object."
10. Put the name of each shard you made earlier into each "Add Object" node.
11. Now move back to the layer where you put your duplicate shard (and its pieces).
12. press A to select all the shards.
13. Press Shift-C to move the 3D cursor to the center.
14. In the object tools, click "Origin" and then "Origin to 3D cursor".
15. Enjoy.
Thanks for reading. I felt like i should share my discoveries with the world. If your confused, I'm not surprised. Im sure what i just wrote is almost incomprehisible to most people exept me. Good night.
Wow I think we need to start putting a character limit here ;) but thanks for sharing that!
(Hint - forums are there for a reason! Perhaps next time you could make a forum post on blenderartists.org and just post a link here)
I must have missed something, because when I press P the whole cube falls down- no shattering (although in wireframe I see the different parts)
Remember to Setup Fracture Shards (just hit Spacebar and search for that) with the objects selected
That's not the problem, Greg. I did that and get the nice dotted circles all around the cube, but when I hit P, it turns in one cube and falls down...
Is there any way to get a sphere that's fractured to look smooth? Even with edged split mod on all the pieces I can't get rid of nasty shading issues. I want the sphere to look like a solid glass ball until it hits the ground...any ideas?
Try using an explode modifier :)
Is it possible to do a voronoi shatter in blender? just curious
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