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Rigid Bodies

Glues neighbouring pieces together until enough force breaks the bond.

Inputs: Group: Pieces to act on. Unlinked means every piece.; Group B: The second group of pieces. Unlinked means every piece outside

Outputs: Constraints: Glue bonds between pieces. Accepts Impact Constraint nodes.

Setting What it does Default
Constraint Type How the bonds behave under load: snap, bend permanently, or spring back GLUE
Breaking Force Tensile/shear Lagrange multiplier threshold required to break glue bonds 45
Shear Strength Ratio Shear strength as a fraction of tensile strength. Lower snaps more easily under sideways load (concrete ~0.6, steel ~1.4, glass ~0.3) 0.6
Stiffness How stiff the bonds between adjacent pieces are. Higher holds the structure more rigidly 1e+06
Yield Strain Strain threshold beyond which bonds undergo permanent plastic deformation 0.08
Creep Rate Rate of permanent plastic deformation per second 0.4
Sound Speed (m/s) Speed of sound through material (m/s). 0 = instant shockwave, >0 simulates finite acoustic stress waves 0
Wave Impact Speed Approach speed threshold that triggers stress wave emission through the bond graph 5
Fatigue Rate (1/s) Sub-critical cyclic load damage accumulation rate (0 = no fatigue) 0
Fatigue Limit Endurance limit as a fraction of breaking threshold: loads below this cause no damage 0.5
Fatigue Exponent (n) Basquin exponent controlling how steeply damage scales with cyclic stress 4
Bonds Which bonds of the Group these settings apply to INSIDE

Adds steel reinforcement along a curve that holds broken concrete pieces together.

Inputs: Group: Pieces to act on. Unlinked means every piece.

Outputs: Rebar: Reinforcement that holds pieces together. Accepts Impact Rebar

Setting What it does Default
Curve / Mesh 3D Curve or edge-mesh object defining the reinforcement path running through the shards
Rebar Stiffness How stiff the rebar ties are. Higher keeps the rebar from stretching under load 200000
Yield Strain Strain threshold where rebar undergoes permanent ductile elongation 0.1
Max Stretch Ultimate tensile elongation before rebar tethers snap 0.5
Creep Rate Ductile rebar plastic flow rate under persistent tension 0.3
Rebar Links Number of neighboring Voronoi chunks anchored to each rebar segment 2

Spawns chips, dust and sparks when bonds break or pieces hit something.

Inputs: Group: Pieces to act on. Unlinked means every piece.

Outputs: Debris: Chips and dust spawned when pieces break. Accepts Impact Debris

Setting What it does Default
Splinters Per Snap Number of secondary GPU rubble particles spawned per broken glue bond 4
Debris Style Material the debris looks like and how it is shaded CONCRETE
Impact Debris Eject secondary chips/dust when high-speed shards strike colliders or the ground True
Impact Speed Thresh (m/s) Minimum approach normal speed to trigger secondary chip ejection 3
Chips Per Impact Number of secondary chips/dust particles ejected per high-speed impact 4
Air Drag Aerodynamic drag resistance for airborne particulates and dust 1.5
Wake Suction Slipstream drag coupling pulling dust in the wake of falling chunks 2.5

Connects two pieces, or a piece and the world, as a hinge, slider, ball, spring or weld.

Outputs: Joint: A joint between pieces. Connect it to the Impact Solver’s Joint

Setting What it does Default
Type How the two bodies are connected and which motions the joint allows HINGE
Shard A Fracture shard driven by the joint (must belong to the fractured source)
Shard B Second shard. Empty: Shard A is jointed to the fixed world
Pivot Object (usually an Empty) whose location is the joint point and whose orientation gives the axis. Empty: the point between the two shards, or Shard A’s centre for a world joint
Axis Hinge / slider axis: the pivot object’s local axis, or the world axis without a pivot Z
Swing Half-angle of the cone the joint axis may swing within 0.785398
Twist How far (each way) the shard may turn about the joint axis 0.523599
Limit Restrict the hinge angle / slider travel False
Lower Smallest hinge angle allowed, turning the negative way (needs Limit) -1.5708
Upper Largest hinge angle allowed, turning the positive way (needs Limit) 1.5708
Lower Farthest the slider may move along the negative axis (needs Limit) -0.5
Upper Farthest the slider may move along the positive axis (needs Limit) 0.5
Motor Drive the hinge / slider at a target speed False
Speed Target turning speed per second (hinge) 3.14159
Speed (m/s) Target sliding speed (slider) 0.5
Strength Most force / torque the motor can apply, in multiples of Shard A’s own weight (torque: weight times its radius). 1 just holds the shard up against gravity 5
Frequency (Hz) Oscillations per second of Shard A on the spring 2
Damping Ratio 0 = rings forever, 1 = settles without overshoot 0
Softness Lets ball / hinge / slider / fixed attachments give a little (0 = rigid) 0
Breakable The joint snaps when the load passes Break Strength. Off: it never breaks False
Break Strength Force at which the joint snaps, in multiples of Shard A’s weight (torques: weight times radius) 10

Selects a set of pieces by region, height, attribute, collection or at random.

Inputs: Group: Pieces to act on. Unlinked means every piece.

Outputs: Group: Pieces to act on. Unlinked means every piece.

Setting What it does Default
Select How the pieces are chosen: all, by source, collection, volume, height, custom property or at random ALL
Impact Source Name of the Impact Source node
Collection Collection whose objects (children included) are the selected pieces
Object Pieces inside this object (it is read at the first frame)
Shape Which part of the object counts as inside BOX
From Bottom of the band along Z, as a fraction of the selection’s height (0 = bottom) 0
To Top of the band along Z, as a fraction of the selection’s height (1 = top) 0.5
Property Name of the custom property to look for on the piece objects blux_group
Test How the property is tested: it equals a text, it exists, or it lies in a number range EQUALS
Value Text the property must equal (numbers are compared as text)
Min Lowest value of the property that is still selected 0
Max Highest value of the property that is still selected 1
Fraction Share of the pieces to select: 0.5 selects about half 0.5
Seed Picks a different random set of pieces. The same seed always picks the same ones 0
Invert Select the pieces the test does not False
Grow Also select the pieces up to this many bonds away 0

Joins two groups of pieces into one: union, intersection or difference.

Inputs: Group A: The first group of pieces.; Group B: The second group of pieces. Unlinked means every piece outside

Outputs: Group: Pieces to act on. Unlinked means every piece.

Setting What it does Default
Operation How the two groups merge: pieces in either, in both, or in A only UNION

Decides when a group of pieces wakes up: on impact, on proximity or on a trigger.

Inputs: Group: Pieces to act on. Unlinked means every piece.

Outputs: Activation: When groups of pieces wake up. Accepts Impact Activation nodes.

Setting What it does Default
Mode How these pieces start: simulated, asleep, held until triggered, or fixed in place START_DEACTIVATED
Pin in Place Anchor these pieces: they never move until a Trigger unpins them False
Trigger Radius (m) Distance at which a collider releases the pieces (0 = contact) 0
Wake Lookahead (m) Releases held pieces just before a moving collider arrives, looking this far ahead along its path. 0 = off 0.5
Impact Energy Transfer Strength of the kick a collider gives these pieces on impact. 1 = a normal bounce, 0 = no kick 1
Proximity Delay (s) Seconds a held piece waits, once moving pieces are near it, before it is released 0.2
Proximity Radius (m) How close moving pieces must come to a held piece to start its release 0.4
Speed Threshold (m/s) Slowest speed at which a moving piece releases its neighbours 0.1

A volume or a frame range that wakes, releases or weakens the pieces it touches.

Inputs: Group: Pieces to act on. Unlinked means every piece.

Outputs: Trigger: A trigger volume or frame range. Connect it to the Impact Solve

Setting What it does Default
Where Where the trigger acts: on every piece, or on the pieces inside the object’s box or sphere BOX
Object The volume; animate it to sweep through the pieces
Start First frame on which the trigger acts 1
End Stop acting after the End frame False
End Last frame on which the trigger acts (needs the End toggle) 250
Activate Release held pieces (deactivated / trigger modes) True
Wake Wake sleeping pieces False
Unpin Release anchored (pinned, static) pieces False
Break Bonds Snap every bond of the pieces inside False
Weaken Bonds Multiply the strength of their bonds by the factor (once) False
Factor Share of the bond strength that is left: 0.5 halves it, 0 removes it, 1 changes nothing 0.5
Freeze Stop the pieces and hold them in place False
Add Velocity Give each piece a kick, once False
Velocity Velocity added to each piece, in world space (m/s) (0, 0, 0)
Outward (m/s) Speed away from the volume’s centre (negative: towards it) 0
Once per Piece Act on a piece (or bond) the first time only; off: every substep it is inside True