Control how objects shatter in Blender 2.6

Almost every 3D artist I have ever spoken to enjoys destroying things digitally – there’s something fascinating about watching a complex event unfold in front of you and having the means to control it. So you turn on whatever dynamics engine you use and start blowing things up, or crashing cars. The problem with this is that we often miss what makes these tools perfect for serious VFX as we indulge our inner demolition team.

What makes this kind of simulation so believable is that we have ultimate control over how things break. You can just add an object to a scene, hit Divide and then watch it fall – but for finer control, there are also methods of telling Blender exactly how you want the object to break. You could use particles for this, which is a useful method, but for the most intuitive workflow I’d suggest using the Grease Pencil.

01 BREAK IT UP

Prepare the geometry you want to break apart. It’s best to use something with some thickness, so for this model run the Solidify modifier, but be aware of intersecting geometry which can break the cell fracture. Now using the Grease Pencil, draw out where you want the higher density of chunks.

02 DEFINE THE CHUNKS

When your mesh is ready, press the new Cell Fracture button (once you’ve activated it in Preferences). In the Point Source panel, under Grease Pencil, change the Source Limit to define the amount of chunks. I used 250; higher numbers take longer to calculate. If you want a different material inside, you can assign it to the material slot under Mesh Data, then click OK.

03 BOUNDING BOX

You will see all the chunks appear and disappear in an automatically created bounding box and, once complete, you can delete the Grease Pencil markings and move over to the next layer. There you will clearly see the chunks, clearly defined (with a slight gap, set by the margin of the Cell Fracture) and a mass indicator for each chunk, which is a guide to help with dynamics.

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