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The fracture tool

Fracture Selected Mesh (in the Solver panel when Impact is active) slices the active mesh into Voronoi chunks with interior fracture textures and breakable XPBD glue bonds. It opens a dialog first.

The mesh must be a Mesh object. Otherwise BLUX reports Please select a Mesh object to fracture.

Cutting time grows with the piece count, because each piece is cut out of the whole mesh. A few hundred is quick. A thousand takes minutes.

The preset sets the chunk count, bond strength, crack gap and the roughness of the cut faces. Custom uses your own values.

Preset Character
Concrete / Masonry Standard concrete or masonry structure. The default.
Natural Stone Dense rock with coarse, jagged fracture faces.
Tempered Glass Brittle fracture, high shard count, low bond strength.
Wood / Timber High strength, fibrous yielding.
Brick / Mortar Segmented mortar bonds with high friction.
Ductile Metal High plastic crumpling and deformation.
Setting Default What it does
Chunk Count 32 Number of Voronoi pieces (4 to 1,024).
Random Seed 42 Seed for the cell distribution.
Bond Strength 45 Force threshold to break glue bonds between chunks.
Crack Gap Margin 0 Spacing between chunks. 0 is flush.
Fracture Roughness by preset Height of the bumps on the cut faces, as a fraction of the mean chunk size. 0 is flat.
Fracture Feature Size by preset Width of those bumps.

Bond strength is weighted by the contact area between two pieces, so larger shared faces hold harder.

Pattern Seeds go… Good for
Even spread evenly through the volume. General demolition.
Impact Point crowded around a point of impact: small pieces there, large ones away from it. A wall hit by a ball.
Radial (Glass Crack) on rings and spokes around the impact point, cut through the whole thickness of a sheet. A struck pane of glass.
Wood Fibres stretched along an axis, so pieces are long fibres. Splintering timber.
Pattern option Applies to What it does
Impact (object) Impact Point, Radial An object (usually an Empty) marking where it hits. Empty: the centre of the mesh.
Impact Spread Impact Point Size of the crowded region, as a fraction of the mesh size (default 0.25).
Impact Share Impact Point Share of the pieces placed around the impact (default 0.7). The rest spread through the volume.
Sheet Normal Radial The axis across the thickness of the sheet. Thinnest picks it automatically.
Fibre Direction Wood Fibres The axis the fibres run along. Longest picks it automatically.
Fibre Length Wood Fibres How many times longer than wide the fibres are (default 4).

Macro Clustering groups the pieces into macro clusters with fortified bonds inside each cluster.

Setting Default What it does
Cluster Count 4 Number of macro blocks.
Cluster Glue Strength 5 Multiplier on intra-cluster bond strength relative to inter-cluster bonds.

A structure then breaks into large blocks first, instead of crumbling into dust.

  • Curve (a curve or edge-mesh object) runs through the mesh as reinforcement. The shards it passes through stay tethered along it after the brittle glue snaps.
  • Auto Core Rebar adds a straight bar through the middle along the mesh’s longest axis, for columns and beams.

See Bonds and rebar.

Option Default What it does
Interior Fracture Material on Assigns a rough concrete or stone material to the cracked inner faces.
Setup XPBD Rigid Node Graph on Sets up an Impact graph connected to the fractured mesh.
Hide Original Mesh on Hides the unfractured source mesh in the viewport and renders.

The original mesh is kept, just hidden.

  • If you see Fracture failed, the message after it names the cause.
  • If an object named in Impact or Rebar is not found, BLUX warns and carries on with the centre or without rebar.

The Material Preset menu in the Solver panel (Concrete, Glass, Wood, Brick, Metal) applies a calibrated rigid-body preset to the solver settings of an already fractured structure.