Fracture FX for Maya Tutorial plus Example and Sale Info. Sale Ends Thursday!

Fracture FX Sale

Fracture FX Sale! 40% Off 3 Days Only – Ends Thursday 10/5/17 – Learn More

Fracture FX is on sale through October 5, 2017, so it seemed like a good time to share a couple of tutorials with you. It is is a production-proven, cross-platform demolition solution for Maya. This is a tutorial about how to use a new feature in v2.0, plus an example of what it looks like, and some sale info.

October 5 is also Autodesk Answer Day!  Learn more.

What is Fracture FX?

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. New features include sticky (glue) springs and transferring simulation from low-res mesh to high-res.

Fracture FX Free Demo Download

Try a free demo of Fracture FX for Maya 2014-2017. Just register and log into Toolfarm and you’ll find it under Autodesk Maya plug-ins.


Transfer Sim to high-res mesh in seconds! New in Fracture FX 2.0

In Fracture FX 2.0, you can now transfer a sim from a low-res, preview mesh to a high-res render mesh in mere seconds. This will shave hours of each shot!

Fracture FX Springs: Skyscraper example

Fracture FX Sale Info

Save 40% on the newly improved Fracture FX 2.0 for Maya, but only for 3 Days, now through Thursday, October 5, 2017. 

Fracture FX Sale

Save 40% – 3 Days Only

New features include sticky (glue) springs and transferring simulation from low-res mesh to high-res.

MSRP: $500.00 Sale: $300.00


Sale ends Thursday, October 5, 2017.

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

– 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

– 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
– And, export meshes to Alembic