It looks like you're using an ad blocker! I really need the income to keep this site running.
If you enjoy BlenderNation and you think it’s a valuable resource to the Blender community, please take a moment to read how you can support BlenderNation.

About Author

Bart Veldhuizen

I have a LONG history with Blender – I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-)


  1.  Really Cool! Looks like there was some sort of soft body simulation in there. I especially liked the last one, where the car gets chopped up by the fan.

  2. Nice watching it. I liked the last three. The first ones look too jelly. Also the parts are to thin, may be a solidify ( modifier ) would have help. The one with the vent looks good however one of the doors crossing the mesh make it look weird. The last ring also goes down too slow. Great Work, it takes time and brain to make such simulation.

    • Beauregard Heimer on

      I agree with all those points, and it just didn't seem to break up naturally.
      It was still good, I would like to know what he did to set up the simulation.

  3. they all look like rubber to me... I think rigid bodies should be implemented in the normal blender instead of changing into the game engine and doing it.

    • Okay, well, that wasn't a very good example, considering how slowly it was being crushed. I do agree that the vehicles did fly apart a bit too easily, though. Still, very nicely done simulations, I'm sure it took a lot of work to get them set up.

    • I totally agree. Of course it's good that someone is working on demolition possibilities, but we can't always just be happy about everything. Do it better, go further!

      • Kirill Poltavets on

        I remember 1st Kai's Demolition researches (I didn't tried to use it - too slow). That was closer to reality then these rubber like cars. Really strange :(
        IMHO the proper research on bending and breaking physics will give more. It's very complex, I know but it's better to do less but closer to reality.
        Anyway - you'll never do mistakes if you will not be trying to do something.

  4. lol geo metro. I had one of those. Its the north american remodel of the Suzuki swift for years 96 and above. I currently own a 87 Chevy Sprint Turbo. Its a Mk1 Suzuki Swift GTi, essentually but with the a fuel injected version of the rare 1.0l turbo 3 cylinder motor in japan. That and it has a different front fascia and grill. lol This is cool. probably fun to play with but not entirely realistic. But either way enjoyable to watch. 

  5. Samsandoval1 on

    As a scientific visualization, it needs work, but if you were using this for action sequences where the cuts are quick, this is totally geeky and awesome; the ability to destroy something at all is cool and if you do it in short cuts, it'll look very impressive.

  6. very interesting...
    but, i hope my car will never react like in that simulation, with "spraying" off its pieces...
    it looks more like crunchy cork flakes.
    i am missing deformation of the pieces itself.

  7. considering what can be done with rigid bodies in other application - this is not impressive, looks kinda goofy. No disrespect to developer, I hope the issues will get addressed.

    • Beauregard Heimer on

      Yeah, Blender's rigid body is kinda lame. In MAYA, all you need for a falling simulation is to add gravity and some colliders, in Blender, you need to go into the game engine.

  8. Doesn't look particularly realistic, but all this makes me wonder if Blender could eventually be used for crash simulations. 

  9. The geometric of the mesh is what will make the differences of quality simulations,the higher geometric setting the more realism simulations.Noise mesh is needed to achieves that tasks.

  10. mechanical engineer on

    Hey nice work, but still it's not a very good simulation. It looks like the car is made of highly elastic parts instead of deforming steel and aluminium. Maybe you should make shells first, then calculate the forces on the outside and after that the mechanical load so you can figure out, where your displacement vectors have to be and to go. And the physics rate must be extremely much higher. Your wheels are caving in the floor and the car parts flying away in a way they look like 2kg parts fly through walls.

  11. Is this a basic mesh which is some way attached to a high-poly renderable model? or it works directly over the high-poly?Is there any build for testing this new awesome tool? :) thanks KaiKostack for your work! keep it going!

  12. Very cool tech demo. Looks like those plastic cars you build as a child as far as the pieces coming off. Definitely a good starting point to build upon. Oh, and my favorite was the last one too. I got a good chuckle out of it! Really enjoyed the whole thing!

  13. That was hard for me to watch!  I once drove a Chevy truck down into a large fan at the bottom of a funnel shaped depression.  And I had flashbacks.
    Just kidding, that was awesome!

  14. based of what I have seen of this in the 2.4x days the developer knows full well these won't fly as "realistic" in fact the the car crash was far..FARRR better what would have been 2+ years ago relax people

  15. Just FYI to do this type of simulation in an engineering software will take hours because of the precision. This is Blender of course is it not realistic.

  16. Cool.  A great step in the right direction for Blender destruction.  One day, we'll see a powerful improvement to destructible objects in Blender--I know it.  One line of code at a time, though.

  17. i think the people citing crush behavior are missing the point.  it doesn't look like this is supposed to generate a photoreal automobile accident or destruction... but just a step toward that.  one more tool in the arsenal.

    the semi-rigid pieces (looks like geometry turned into super-rigid cloth to me) are held together for an anim and then blown to its component pieces but none of the pieces themselves are crushing at all or deforming permanently... just doing a platicized jiggle....

    but REALLY cool.  i've never seen anything like this turned out as a feature before... even in an app like houdini.

    that would make for a hilarious car accident though... you're driving along and all of a sudden, you're sitting on the ground and your car has been decomposed into component pieces all around you.

  18. I think it was good, but the materials were too stiff. Real metal bends more when a chrash comes.
    But with some camera shake and smoke and sparkles you could hide that.

    • LoL yes it's true LOL.
      The demolition test is really interresting, need more consistence in part of the car. And add somme glace demolition too..
      It's à good treaning :-)

Leave A Reply

To add a profile picture to your message, register your email address with To protect your email address, create an account on BlenderNation and log in when posting a message.