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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.
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.
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 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 2013, 2014, 2015, 2016, 2017, 2018, 2019 win x64 bit. 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.
Microsoft Windows 64 bits all versions ( Xp, Vista, win7, win 8, win 10).
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.
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.