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Fracture Modifier: The BIG update

9

Dennis Fassbaender has posted an update on the development of the Fracture Modifier, including a cool video! (I always love physics demos ;-)

The Fracture Modifier Development Team is proud to present the new FM-release 2.76b.

In the year 2015 we spent a lot time of time for adding new features, testing, fixing bugs. We listened to you users and tried to fulfill your wishes. So the new Build comes with many bugfixes, new constraint-system and great addon-additions like smoke from inner faces (for dust-simulations).

I also edited my homepage and added sections for demonstrations and tutorials that will be filled in the next weeks/months/years...

While we were on absolute hardware limits while testing smoke/fluid simulations (very highres) in interaction with the fracture modifier we decided to add a donation button.

With your support we could buy better hardware (CPUs/RAM) what would make it possible to test better simulation settings or compile new features/builds faster.

Please dont misunderstand! We don't want to make thousands of $ - and you will never find anything on the market. We love what we do and hope to give you a great tool for your professional projects.

With this post comes a video that shows some experimental animations I did in 2015. Enjoy watching!

We hope to find your amazing tests/animations on youtube soon ;).

Regards,
-The Fracture Modifier Team- Dennis Fassbaender

9 Comments

    • hmm...
      maybe for them the blender platform acts as a testing/improvement playground only and they are thinking about to make a commercial plugin for other commercial platforms as well (3ds max, maya, cinema4d, ...).
      if they give thier source code to blender to be a part of blender release, then they have to make thier code GNU General Public Licence complaint and that means, they can't sell plugins anymore with thier code without giving everyone the source code... :/
      or theiy code based on already existing other licened code, that is not GNU GPL compatible.

      • @Beta-Tester: No need to jump to assumptions, really. There could be other reasons, particularly development integrity.

        I can tell you, as someone with some programming experience, that sometimes, you work closed and alone as a matter of wanting to be the only chef in the kitchen.

        One subtle issue that arises with FOSS philosophy is that some proponents often claim openness is "better"--it's a development style, one that is purely in accordance to one's needs, taste and scope. Sometimes, "open" can get in the way of a development's focus.

        Users who think open development is "best" for everything are usually folks who have little idea how development works. Sometimes, closed development works better for some projects--even if you someone planning on freely releasing the work later.

        Sometimes, you want to finish the product yourself, and keep development your way as one mind or group of minds working on a solution. I don't know for sure if this is their situation here, but I wouldn't be surprised if it is.

    • Hi,

      some time ago there was an attempt of mine to get the Fracture Modifier into master, see here for more info how the review went.

      https://developer.blender.org/D817

      But for now it has been rejected or atleast postponed for until blender has finished its big overhaul so things like the FM better fit into its design. According to the core devs, the current implementation "doesnt fit nicely into blenders design" and is too "weak".

      Well, i tried until now my very best to make it work with the design we currently have, as i cant look into the future what a possible future design will be. For now its working and usable.

      I think i will have to wait for the 2.8 physics changes to happen first, as making even bigger changes to blender, which seems necessary, is way beyond my skills.

      If we then have a good and usable base, then its time to adapt the FM to this base and hope the very best, that it will fit into the design then....

  1. Probably it's still in development and we'll be included in next blender release. However It's a nice addon, but there's the need for something to take care of small particles and smoke that looks realistic to use with this simulation. All the anymations tend to produce "blocky" shardes with big dimensions, and in the one with smoke simulation enabled the results were not so realistic.
    However I'll guess I'll chip in in the donation to help further development.

    • Yes, its not realistic yet. That are the 1st trys and we are learning from this how to adjust the settings.
      But as you maybe know, simulation needs a lot of power. Its takes a lot of time to find good settings.
      So, when somone is here with a good workstation and find good/realistic settings we would be happy to take them into the addon ;)

  2. It's rather amazing how convincing destruction in digital art always seems to prove more difficult to achieve than convincing construction, for both digital developers and digital artists alike.

    Good luck with the effort, guys! I know it's got to be a bit of an uphill climb.

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