Impact overview
Impact simulates breaking and colliding rigid pieces: demolition, fracture and joints. It uses Extended Position Based Dynamics (XPBD) on the GPU. A mesh is cut into Voronoi shards, the shards are glued together with breakable bonds, and the solver breaks the bonds when loads pass a threshold.
The quickest start is Quick Demolition on a mesh, or an Impact template: Mortar Wall, Staged Demolition, Reinforced Pillar or Demolition Dust.
The workflow
Section titled “The workflow”- Fracture a mesh into shards with Fracture Selected Mesh. The shards go into a BLUX fracture collection, and a graph is set up for them.
- Add colliders and forces (ground plane, a projectile, gravity, an explosion).
- Decide how the structure holds together with bonds and rebar, and when parts wake up with groups, activation and triggers.
- Press Run, or Bake. You can bake the result to object keyframes (location and rotation) from the Solver panel’s Keyframes section.
The graph
Section titled “The graph”| Node | Purpose |
|---|---|
| Impact Source (RBD Source) | The fractured collection or object to simulate. |
| Forces | Gravity, wind, drag, explosion, vortex, turbulence, attractor, curve. |
| Colliders | Object Collider and Ground Plane. Kill Volumes are not part of the rigid solver. |
| Impact Constraint | The glue bonds between pieces. |
| Impact Rebar | Reinforcement that holds broken concrete together. |
| Impact Debris | Chips and dust spawned when pieces break. |
| Impact Joint | A hinge, slider, ball, spring or weld between pieces. |
| Impact Group, Group Combine | Select sets of pieces. |
| Impact Activation | When groups wake up. |
| Impact Trigger | Volumes and frame ranges that act on pieces. |
| Impact Solver | Runs the simulation. |
Impact Solver settings
Section titled “Impact Solver settings”| Setting | Default | What it does |
|---|---|---|
| Auto-Fit Domain | on | Computes the domain from the fractured asset’s bounding box plus a clearance margin. |
| Debris Clearance Margin | 2.5 | Multiplier around the asset that lets debris fly freely. |
| Substeps | 10 | More is more accurate for stacks and glued chunks, and slower. |
| Solver Iterations | 4 | Constraint passes per substep. More makes glue and contacts stiffer. |
| Bond Stiffness | 1,000,000 | Stiffness of the glue bonds. |
| Breaking Force | 45 | The threshold that snaps glue bonds. |
| Chunk Friction | 0.6 | Friction for chunk-ground and chunk-chunk contact. |
| Chunk Restitution | 0.25 | Bounciness. |
| Restitution Threshold | 0.2 m/s | Impacts slower than this do not bounce, so resting stacks settle without jitter. |
| CCD Speed | 3 m/s | Chunks faster than this are swept with continuous collision detection to stop tunnelling. 0 keeps it always on. |
| Sound Speed | 0 | Speed of the stress wave through glued chunks. Bonds crack only once the wave reaches them. Concrete is about 3,400 m/s, steel about 5,100. 0 is instant. |
| Linear / Angular Sleep Speed | 0.04, 0.06 | Below these, chunks begin to sleep. |
| Sleep Delay Frames | 12 | Frames at rest before freezing. |
| Dynamic Re-Fracture | on | Shards re-fracture in flight on high-energy impacts. |
Dynamic re-fracture
Section titled “Dynamic re-fracture”| Setting | Default | What it does |
|---|---|---|
| Shatter Speed | 7.5 m/s | Minimum approach speed that triggers shattering. |
| Shatter Energy | 25 J/kg | Minimum impact energy per kilogram (0.5v²; 25 is about 7 m/s). Each doubling above it adds a piece. |
| Max Fracture Depth | 2 | How many times a shard can be re-fractured. |
| Max Pieces | 4 | Most pieces one impact breaks a shard into. |
| Eject Speed | 1 m/s | Speed the new pieces fly apart at. |
| Min Shard Volume | 0.0005 m³ | Shards below this do not fracture further. |
Friction and bounce
Section titled “Friction and bounce”Static Friction gives shards a separate friction that holds a resting contact. Friction Combine and Bounce Combine decide how the friction and restitution of two different surfaces combine.
Every setting is in the Solver reference.
Requirements
Section titled “Requirements”Rigid-body bonding and fracture use SciPy. See Dependencies.