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Fracture FX v2.0

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Fracture FX is a production-proven, cross-platform demolition solution for Maya 2014 to 2017

Fracture FX's procedural, event-driven architecture allows even novice users to take complete control of a destruction simulation and final shots in record time. Art-directable simulations, efficient iterations, out-of-the-box usability and world-class customer care are the corner stones of the Fracture FX experience.


Highlights

The cornerstones of the Fracture FX experience are:

  • Art-directable simulations
  • Efficient iterations
  • Out-of-the-box usability
  • World-class customer care

Fracture FX has been used (and is currently being used) in productions at: Asylum Visual Effects, Luma Pictures, Stargate Studios, Naughty Dog, Method Studios, Prime Focus, Zoic Studios, The Mill and many more. You can have a look at our client reel above.

Fracture FX is not just software, or a tool, or a plug-in; it's a symbiosis of workflow, cutting-edge technology,  personalized customer care and a desire to solve problems and final shots.

KEY FEATURES

We condensed Fracture FX's vast toolset in a series of easy-digestible "Key Features" videos, aimed at new and aspiring demolition artists. Each video is less than 2 minutes: easy to watch, easy to share!

You can binge watch them in this vimeo playlist, or you can view them below.

Springs (Glue constraints)

Springs create structural strength between fragments, resulting in drastically improved realism in demolition simulations. Springs are integrated in Fracture FX as modifiers, resulting in granular control over all aspects of spring behavior.

View Detailed Description for More In Depth Information.

TECHNICAL DETAILS

Breaking styles supported
- Voronoi (with a few different point distributions)
- Planar crack image texture
- Noisy splitting planes
- Surface-painted breakable region
- Partial breaking over time (of rigid objects) according to an animated texture or the shape of a colliding object
- CLustering of fragments

Simulation
- Initiate breaking or make edits to rigid body properties on collision, using a procedural rule-based system. Edits are made using preset modifiers (assign, copy data, randomize, edit dynamics state, etc), or from MEL.
- Secondary breaking
- All breaking happens at impact or event trigger time during the sim; not pre-fractured
- Solvers : proprietary impulse-based, and open-source bullet, with an API to add new solvers
- Maya fields
- Deformable collision objects (internal solver only, not bullet)
- Fragments from a broken deformable object inherit velocity from the deformation
- Probability of breaking a fragment again
- Run several takes of a sim and flip between them
- Custom particle emitter to just emit particles from the interior faces

Outputs
- Meshes with keyframes on translate, rotate, visibility
- Transfer of normals, all UV sets and color sets on the non-simulated broken preview mesh; transfer of normals and currently one UV set for fragments produced during a sim
- Export meshes to disc (custom format)
- Export meshes to keys
- Export meshes to Alembic

4 Types of Voronoi

 

Crack Image

 

Split planes

 

Splintering

 

Localized fracturing

 

Events, filters, modifiers

 

Scalability

 

Swappable solvers

 

Visualization tools

 

Use Maya Fields in Fracture FX

 

Takes and export options

 

Texturing Tools

 

 

Tutorials:

More valuable tutorials can be found here!

 


 

Updates

What's new in version 2.0

 

What's New in Version 1.9.2

  • Fixed shaders sometimes reappearing on different polygons after scene open.

WARNING: You need to re-run propagate shaders if upgrading to this version

  • Auto keyframe is now disabled before baking, to avoid slowdown

What's New in Version 1.9.1

  • Fixed crash if volume localized produces zero polygons for inside-volume region
  • Fixed splinter pattern disappearing when rotated

What's New in Version 1.9.0

  • Show event colors in the list of events. (Mantis 220,223)
  • Reorder events list

What's New in Version 1.8.23

  • Fixed takes not displaying on scene open if the scene was saved on or before the start frame

What's New in Version 7.1.3?

  • Option to propagate shaders to fragments and autoUV interior faces
  • Splintering fragment type
  • Workaround 3D paint tool sometimes not producing a unique name per texture
  • Workaround for fluid not emitting from particles, unless the particles are cached. Set update world to before on globals. (Mantis 244
  • Fixed geometry disappearing in Mac builds

Important note for people using Fracture FX in Maya 2015

Fracture FX is currently incompatible with viewport 2.0 (which is the default in 2015), so all users using 2015 will have to switch the viewport back to legacy mode (renderer → legacy default viewport) to view simulator previews or any extra output from the break node (e.g. the the paths extracted from the crack image texture).

This will be fixed in the next version of Fracture FX.

Overview

New in Version 1.7 - Splintering

 

 

 

Supports all platforms for Maya version 2014-2017 (Maya 2017 on Linux still not avilable yet)

TERMS AND CONDITIONS (PLEASE READ CAREFULLY!)

  • Each license is for one node-locked seat.
  • We do not offer floating licenses (yet).
  • A license will work indefinitely
  • Licensee will receive 2.x updates for free.
  • 2.x updates come "as-is". Custom builds can be obtained for a consulting fee. 
  • Major upgrades (3.0 for example) will come at a fee.
  • Important note for existing customers: Fracture FX 2.x will NOT work with a version 1.x license. You need to request a new license.
  • IMPORTANT: It can take up to 24 hours to process a license. Please plan accordingly.
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