v4.8 Pulldownit for 3Ds MAX


Pulldownit for 3Ds MAX


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Pulldownit for 3Ds MAX

Shatter and Destruction Plug-in

Pulldownit is a dynamics solver which allows for the creation of fractures as well as massive rigid bodies simulations. By using its technology digital artists are able to simulate fast and easily the collapse of buildings, cracking surfaces or fracturing any kind of brittle material.



puldownit for 3ds max

Shatter It!, Voronoi-based pre-cutting

Shatter It is a pre-cutting tool, it is able to generate jaggy fragments, much more realistic than classic polygonal fragments. it is Voronoi-based because this scheme has showed to be the best mathematical pattern for brittle fracture. Its technology allows to pre-cut a 3D model in hundred of shards in seconds, in addition the fragments generated plug easily in the Pulldownit solver to perform simulation in a fast and stable way.

The current pre-cutting tools in most 3D platform consist basically in clipping planes and fill holes modifiers; this could be enough for modelling purposes, but definitively quite poor for dynamics where you would like to pre-fracture an object in hundreds of shards to obtain believable results when simulating. Shatter It!, the new pre-cutting tool by Thinkinetic, is designed thinking in dynamics needs; it is Voronoi-based because this scheme has showed to be the best mathematical pattern for brittle fracture, its workflow is surprisingly easy, just select a polygonal object from the viewport, input the desired number of fragments and hit Shatter It! button, concavity or holes are not an issue anymore; Its technology is able to pre-fracture a high resolution model with fine detail in seconds. In addition, UV mapping is also supported. Shatter It! introduces different cutting styles, Uniform, Local, Path based, Radial and Wood Splinters. Radial style generates a perfect pattern for breaking-glass-like effects, Path-based style allows for the creation of long dynamics cracks and Local style for creating localized damage on corners and surfaces, besides you can combine all of them at your pleasure by continue cutting the generated shards until achieving the desired look. New Jagginess deformer allows to modify the surface of the fragments, converting flat geometry into rough faces and twisted edges, getting a high-realistic look for stucco, stone or concrete materials. Although Shatter It! tool can be used independently of the rest of the plug-in, Its mayor advantages comes when simulating the prefractured object with the Pulldownit solver; the shards created plug easily in dynamics, also knowing Voronoi scheme generates mostly convex shards, Pdi takes advantage of this fact to speed up the computation of fracture.


pulldownit for 3ds max

Built-in Dynamics and Fracture Solver

The technology of fracture inside Pdi is literally groundbreaking. It allows to fracture any kind of brittle material like stone, glass or stucco. By using it digital artist are able to simulate the collapse of structures or terrain cracking in minutes. Not the least its easy setup and powerful stress tools allow for control in the creation of cracks and drive the simulation to the desired end.

The rigid body solver inside Pulldownit is designed to handle massive simulations, that means thousands of objects in contact. Speed is the first requirement for such a goal; we have improved over the fastest methods in the literature for both mesh and convex detection, Pulldownit computes in real time for scenes made up to 100 objects and take only minutes to simulate thousands of contacts. In addition Pdi! counts with group tools allowing to set up and manage large scenes. Pulldownit solver makes possible to crack dynamically any kind of brittle material as stone, glass or stucco.

The set up is very easy, use Shatter it! tool to prefracture your object or just build a structure by blocks or pieces of any shape,select all of them as a fracture object and hit play, this procedure also makes the setting of texture coordinates easier. Once in simulation Pulldownit will compute all the stress forces that create cracks and finally makes the objects collapse. Fracture objects can be static as a building or dynamic as a meteor, you can create as many fracture objects as you want, and make them impact each other. Control is always an issue in dynamics simulation, in this sense the powerful stress tools of Pulldownit allow to define the start of the cracks and the way of propagation just by setting fracture frames,in which the crack will begin, and visually select regions of the object with different hardness.


pulldownit for 3ds max

Animators Friendly

Pulldownit is currently integrated in Autodesk 3d Max and Maya. It catches the geometry from the viewports and computes the final result as animation keys. It allows the animator to reset the simulation and start again as many times as needed, also tweaking parameters and resume simulation at any frame. In addition, animated objects and characters are able to interact with the simulated ones.

Our aim is to fit in the animator’s workflow never the opposite. Pulldownit takes the geometry from the viewports ‘as is’, special care has been taken with parenting relationships, mesh modifiers and pivot offsets as we know they all are frequent source of problems. The natural unpredictability of dynamics simulation makes necessary to play with the parameters back and forth until reaching the desired result, Pulldownit not only allows you to reset the simulation and start again as many times as needed but also pause it at any frame, tweaking parameters and resume computing. Force fields as wind, turbulence, attractors or custom fields are supported and interact with pdi objects seamlessly.Pulldownit bakes the simulation as animation keys that can be easilly tweaked or exported later to other formats. Finally as it is usual to have scenes in which animated characters interacts with their environment in a physically believable way, Pulldownit allows dynamic response between keyframed objects or deform meshes and the simulated ones.

3ds Max 2021, 2020,2019, 2018, 2017

Official users guide included.

Node-locked – for one machine only, although you can render the final animation in any machine or farm.

Floating license – can be used in any machine with as much as one user at the same time, you need and active internet connection while using the plugin.

Operating systems:

  • Microsoft Windows 64 bits all versions ( Windows 7, Windows 8, Windows 10).

New in version 4.8


  • Shatter it 2x faster
  • Shatter preview mode 3x faster with hi-poly meshes
  • Path-based shatter retuned for max freehand splines
  • New transition animation-dynamics method for fracture bodies
  • Secundary cracks are now per fragment
  • Can reshatter single fragments of baked fracture bodies to any extend
  • Shatter group is now hilighted before shatter “undo All”
  • Improved quality of jaggy tesselation


  • Fixed “unbreakable until frame” event doesnt work when some fragments are static
  • Fixed static fracture bodies in contact breaks always at the begining of simulation
  • Fixed cluster break energy doesnt work when cluster hardness > 0
  • Fixed cluster break energy still acts after the cluster has been dettached
  • Fixed “break at frame ” cluster get detached by force fields in advance
  • Fixed cluster of “only breaks” fracture bodies doesnt break off
  • Fixed models made of diferent parts shatter always as detached meshes
  • Fixed jaggines applies wrongly to old cut faces
  • Fixed animated nodes child of other animated one are set wrongly as first hit
  • Fixed delete single cluster spoil clusterize state
  • Fixed change Bvolume after simulating keeps simulation keys
  • Fixed shatterit ignores shaders when object has symetry modifier
  • Fixed pdi vertex normals are computed inverted sometimes
  • Fixed shatterit get uvs messed up sometimes if material channel > 1
  • Fixed “ativate at frame” rbd doesnt adquire momentum
  • Fixed add jagginess get stucked if fragments are grouped by user
  • Fixed pdi cutmat is duplicated for reshattered fragments
  • Fixed Alembic exporter includes hidden objects in the group
  • Fixed Alembic exporter path ignored
  • Fixed all fracture params are reset to default if creation fracture body fails
  • Fixed animated fracture bodies doesnt delete fragments keys after reset
  • Fixed activation frame is not updated if changed when fracture body is broken
  • Fixed fracture body creation fails if force convex shapes is disabled
  • Fixed mesh-mesh collision get stucked sometimes
  • Fixed seed doesnt affect local shatter centers position
  • Fixed convex hull construction fails for very thin objects
  • Fixed fragments cannot be set as static if selected before open advanced fractures panel
  • Fixed weird aligment of points of Path based shatter with thin objects
  • Fixed reducing scene time range doesnt fit simulation time
  • Fixed local shatter locator doesnt fit to selected fragment area
  • Fixed local shatter locator miss to display sometimes
  • Fixed hi-tesselated shards fails to match jaggy borders in some areas
  • Fixed large Jaggy borders almost not deform
  • Fixed jaggy artifacts in borders of flat fragments
  • Fixed 3ds max doesnt load sim start/end frame when scene time range diferent than file time range
  • Fixed fracture body mass not saved sometimes
  • Fixed Path Based shatter fails when spline is close but not inside the convex mesh
  • Fixed fracture body animatable modifier displays a strange string title
  • Added warning when hierarchy scale tranform has scale keys

New in version 4.5


  • New custom exporter for Alembic cache files
  •  New “increase selection” option for easier cluster creation
  •  Added ability to change propagation scheme at desired frame
  •  Improved behaviour of “only break” fracture bodies
  •  Hi-poly animated meshes 2x times faster update in dynamics
  •  Easily  recompute rigid bodies with baked keys in dynamics
  •  Added a hint warning  when traying to shatter an object with open edges
  •  Manage PDi World Window is now modeless
  •  New option to show/hide all disabled rigid bodies in scene
  •  Local shatter now fits to reference object when  it is shape based
  •  Adquire shatter can transfer animation from single shape node to multi shape nodes


  • Fixed sec cracks value not saved with fracture defaults
  • Fixed some fragments disappear after loading a scene with jagginess and pdi world is cleaned
  • Fixed jaggy faces distortion because of displacing non cortner jaggy vertex
  • Fixed clusters colors not saved with scene
  • Fixed after loading a PDi scene and delete a pdi cluster 3ds max crash
  • Fixed None bounding volumes are drawed wrongly in 3ds max as cubes
  • Fixed 3ds max viewport slow down when many rigid bodies selected
  • Fixed cannot shatter objects not having UVs
  • Fixed selected fragments in viewport are cleared for PDI tools after computing simulation
  • Fixed 3ds Max crash sometimes after deleting a fracture body with any fragment selected in viewport
  • Fixed 3ds Max crash if do Shatter Undo with some fragments grouped
  • Fixed 3ds Max crash when kinematic-mesh animated bodies changes topology per frame
  • Fixed “unbreakable until frame” event doesnt work when some fragments are static
  • Fixed cluster break energy doesnt work when cluster hardness > 0
  • Fixed cluster break energy still acts after the cluster has been dettached
  • Fixed after loading a PDi scene and delete a pdi cluster 3ds max crash
  • Fixed “break at frame ” cluster get detached by force fields in advance
  • Fixed static non “first hit” fracture bodies start to break in advance sometimes
  • Fixed “activation at frame” rigid bodies miss it initial speed after simulating them
  • Fixed switching a rigid body from dynamic to static keeps its simulation keys
  • Fixed change Bvolume after simulating keeps simulation keys

New in Version 4.0


  • New shatter option for using a volume shape as source
  • New Adquire Shatter style Jagginess is now independent of mesh tessellation
  • New soften edges UI parameter for jagginess
  • New option to apply jaggines to broken fragments only
  • Speed up Fractures solver 30%
  • New ability to pull apart pieces of an animated object in dynamics at desired frame
  • New ability to reset scene keeping animation keys for selected objects
  • Fracture body Hardness, Friction and Bounciness can be animated
  • Clusterize parameter now depends on object hardness
  • Cluster break energy is now independent of mass
  • First hit bodies which eventually doesnt move are excluded from baking keys


  • Fixed shatter history points doesnt match the object transform in frame diferent than 0 for animated objects
  • Fixed animated bodies fails to compute vertex velocities sometimes
  • Fixed shatter a non animated parent node hide all its shilds in viewport
  • Fixed firts hit fbodies arent activated if impact body mass is less than its own mass
  • Fixed shatterit tool doesnt detect when PDI cluster selected
  • Fixed disabled fbodies slow down simulation
  • Fixed deleting a fracture body doesnt delete the rigid bodies belonging to clusters
  • Fixed create an animated fracture body in frame diferent that start frame get initial position lost
  • Fixed 3d Max reset badly single rigid bodies when current frame is diferent than start frame
  • Fixed 3d max dont return to Hi-quality viewport after preview mode
  • Fixed relative to mass value is ignored for linked to anim fbodies if users changes the start frame
  • Fixed faces marked with 3ds Max flags are sometimes mistaken as cut faces by the plugin


New in V3.8.8


  • Available for 3d Max  2019


  • Fixed switching a fracture body static ON/OFF makes it to ignore its velocity parameters
  • Fixed cannot disable fracture bodies
  • Fixed unbreakable activation at frame fractures moves in advance sometimes
  • Fixed 3d Max crash if user delete the source node assigned for shattering
  • Fixed 3d Max crash if user delete shatter path node when it is assigned for shattering
  • Fixed 3d Max crash after scene new if source object for shattering was selected.
  • Fixed vertex normals for objects with rotate transform are incorrect after shattering.
  • Fixed jaggy framents get cut material lost when its slot is diferent than 1


New in V3.8.7

This update features a number of fixes of previous version.

  • rigid bodies are now deleted when deleting the fracture body they belong to
  • Fixed “activation at frame” option doesnt adquire momentum
  • Fixed shatter points doesnt match the object transform in frame diferent than 0 for animated objects
  • Fixed animated objects doesnt reshatter correctly in frame diferent than start frame
  • Fixed fracture body ability to spin is blocked if changing mass when the object is broken
  • Fixed shatterit crash for meshes made of diferent parts sometimes
  • Fixed crackes cannot fracure bodies anymore
  • Fixed 3d max crash when setting a degenerate fragment in dynamics
  • Fixed 3d max crash crash if doing shatter preview after user remove manually the fragments
  • Fixed pdi primitives doesnt update for animated fracture bodies when scrubbing the timeline

New in V3.8.6

  • Shatter Support for Vertex Colors.
  • New Vertex Colors Shatter Style.
  • Modify Jaggy Strength is now a fast operation.
  • All Basic Fracture params are now saved after deleting a fracture body, in this way you can reshatter an object and all your fracture params are restored after creating the fracture body again.
  • New “Set All Values to Default” Basic Fractures Option: Useful new option when you want to reset all values to solver defaults without having to delete the Fracture body.
  • See all bug fixes here.

New in v3.8:

This update counts with a bunch of fixes and enhancements, making the plugin more reliable and quick in production environments, surely users will appreciate the fast Undo Last Shatter operation or the outstanding Jaggy feature now preserving UVs of the original faces, and other useful improvements you can read below.

But this update is specially about Wood Splinters Shatter, we have developed a new scheme for it so now you get allways long, thin splinters even when reshattering areas, adding to this a stable dynamics for fracturing wooden objects and the Jaggy feature to apply roughness in the inner faces, you can get quite natural wood destruction effects very fast.

Version 3.8 Enhancements:

  • Available for 3d Max 2017 and Maya 2016 extension 2
  • New Wood Splinters Reshattering scheme
  • New “detect mesh groups” shatter option for shattering correctly combined meshes
  • Jagginess preserve UVs of original faces( single and multi uvs)PreserveUVs
  • Cut Material->new allows to update the material of current shatter grou
  • Original object is auto selected after Shatter it->Undo All
  • AutoSelect the fracture body in list corrersponding to current selected fragment
  • Improved performance drawing of fragments in 3d Max
  • Shatter Undo Last is now a fast operation
  • Support VP 2.0 Core profile mode in Maya( rest of modes were already supported)
  • Support Maya 2016 Parallel mode
  • PDI keys uses 30% less RAM in Maya getting the playback of massive rbd scenes faster.

3ds Max: Destroy a Billboard with an Animated Car Using Pulldownit

This tutorial will teach you how to use Thinkinteic Pulldownit, the shatter and destruction plugin for 3ds Max, to smash through a billboard with an animated car.


3ds Max - Destroying a Wooden Pier with Pulldownit 3ds Max

Use the new wood splintering options in the updated Pulldownit v3.8 to shatter a wooden pier.