Break It Any Way · Disintegration

Blender disintegration add-on: every setting, and what it does

38 clips, each one the same shot with a single setting changed. Rendered from the add-on itself, on Blender 4.5.

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What it is

The whole effect runs on your frame range. Set Frame Start and Frame End and everything follows from them — so you can scrub anywhere in the timeline, and put Frame End below Frame Start to build the object out of its own debris instead. Nothing is baked, nothing is keyframed, and there is no simulation to wait for.

The one exception is Collision. Turn it on and the debris really hits your collider, which means it has to be played from the start like any simulation. That trade is yours to make, and it is off by default.

Three steps

  1. Select your mesh and press Add to Selected
    The FX tab in the 3D viewport sidebar. A character in five parts can be done in one click from its collection instead, and every part shares one controller and one scale.
  2. Play the timeline
    The effect runs over your scene's frame range straight away — no keyframes needed. Put Frame End below Frame Start and the object assembles out of its own debris instead.
  3. Move the empty to aim it
    The dissolve starts wherever the controller empty is and spreads from there. Parent it to a hand, a bone or a moving object and the front follows.

The main controls

What the effect breaks into, and what it reads as the body. These sit above the panels because every effect needs them.

Fragment Mode

Three ways to break the same mesh. Points scatters a shape you choose, Chunks flies pre-fractured solids, Shatter cuts the surface into shards along its own edges.

Points | Chunks | Shatter

Vanish and Appear

Frame Start below Frame End and the object comes apart; the other way round and it builds itself out of its own debris. Nothing is baked, so you can scrub anywhere.

Vanish | Appear
SettingDefaultWhat it does
GeometryThe mesh the effect runs on. Wired for you.
Fragment Mode0Three ways to break the same mesh. Points scatters a shape you choose, Chunks flies pre-fractured solids, Shatter cuts the surface into shards along its own edges.
Source CollectionTreat a collection of meshes as one body, so a character in five parts dissolves as a character.

Timing

When the effect starts, how long it takes, and how long each piece lives once it is let go.

Lifetime

How long one piece lives after it is let go. Short pieces wink out close to the body; long ones travel.

12 | 24 (default) | 60

Release Time

How long the effect spends letting go of the whole body. Short means it all bursts at once; long means a slow front crossing the mesh.

15 | 48 (default) | 100
SettingDefaultWhat it does
Frame Start1The frame the dissolve begins on. Put it AFTER Frame End and the object assembles instead.
Frame End100The frame it finishes on.
Lifetime25How long one piece lasts once it is released, in frames. It no longer has any say in how fast the effect plays out -- that is Release Time. Set it longer than the frame range and pieces simply outlive the shot.
Release Time75How long the effect takes to let go of every piece, in frames -- how fast or slow the explosion plays out. Short and the whole object goes at once; long and the front creeps across it. 0 releases everything on the same frame. This used to be tied to Lifetime, so a long Lifetime made the object burst all at once; it is its own setting now, and Lifetime is only how long a piece lasts.

Pieces

What the object breaks into, and how many of them there are.

Density

How many fragments Points scatters over the surface.

60 | 400 (default) | 2000

Seed

Same settings, different break. Change it when you want another take of the same shot.

0 | 7 | 23

Shard Density

How finely Shatter cuts the surface. Too coarse and the shards read as blocks -- the panel warns you when it is.

40 | 200 (default) | 600

Shard Thickness

Shards are solid, not paper. This is how thick.

0.0 | 0.015 (default) | 0.06

Fragment Scale

How big each scattered fragment is.

0.02 | 0.045 | 0.09

Scale Min / Max

Spread of sizes across the pieces. Equal values give uniform debris; a wide range mixes dust with rubble.

1.0 / 1.0 | 0.6 / 1.4 (default) | 0.2 / 2.5
SettingDefaultWhat it does
FragmentThe object each Points fragment is a copy of.
Fragment CollectionThe pieces Chunks flies, usually made by Fracture Into Chunks.
Density200How many fragments Points scatters over the surface.
Seed0Same settings, different break. Change it when you want another take of the same shot.
Shard Density8How finely Shatter cuts the surface. Too coarse and the shards read as blocks -- the panel warns you when it is.
Shard Thickness0Shards are solid, not paper. This is how thick.
Fragment Scale0.04How big each scattered fragment is.
Scale Min0.6The smallest a piece can be, as a share of Fragment Scale. Equal to Scale Max gives uniform debris.
Scale Max1.4The largest. A wide gap between the two mixes dust with rubble.

Dissolve Front

Where the effect starts on the mesh and how it travels across it.

Spread

How far the dissolve front reaches from the controller.

0.2 | 0.6 | 1.0 (default)

Softness

How sharp the edge of the front is. Hard gives a clean sweep; soft gives a ragged, eaten-away boundary.

0.02 | 0.15 (default) | 0.6
SettingDefaultWhat it does
ControllerThe empty the dissolve spreads from. Parent it to a bone or a moving object and the front follows.
Spread1How far the dissolve front reaches from the controller.
Softness0.15How sharp the edge of the front is. Hard gives a clean sweep; soft gives a ragged, eaten-away boundary.
MaskAn attribute that scales the dissolve field, so a hand or a logo can go first, or be protected.
Field Follows PoseonOn a rigged mesh, the dissolve front follows the pose rather than staying where the rest position was.
Detach From RigonFades a released piece out of the rig's deformation so it stops being dragged by the animation.

Motion

What happens to a piece after it is free.

Gravity

Off by default -- the shipped look is a drift, not a fall. Turn it on and the debris obeys it.

0 (default) | -4 | -12

Wind

A steady push in one direction, for drifting ash.

none | sideways | up

Burst

Throws each piece along the surface normal as it is released -- the difference between crumbling and exploding.

0 (default) | 1.5 | 5.0

Randomness

How much the speed varies from piece to piece, so a burst reads as debris rather than as one expanding shell.

0 | 0.45 (default) | 1.0

Drag

Air resistance. High drag makes debris hang and settle rather than carry on.

0.001 (default) | 0.5 | 2.0

Time Scale

How fast the physics runs against the frame range. Raise it to give falling debris time to land inside your shot.

0.5 (default) | 1.0 | 2.0

Spin

How fast a piece tumbles once it is free.

0 | 2 (default) | 8

Random Rotation

Turns each piece to face its own way at birth, so a scatter does not read as one shape stamped over and over.

0 | 1 (default)

Align to Velocity

Points each piece along the direction it is travelling, for streaks and sparks.

0 (default) | 1
SettingDefaultWhat it does
Gravity(0, 0, 0)Off by default -- the shipped look is a drift, not a fall. Turn it on and the debris obeys it.
Wind(0, 0, 0)A steady push in one direction, for drifting ash.
Burst1.2Throws each piece along the surface normal as it is released -- the difference between crumbling and exploding.
Randomness0.45How much the speed varies from piece to piece, so a burst reads as debris rather than as one expanding shell.
Drag0.001Air resistance. High drag makes debris hang and settle rather than carry on.
Time Scale2.5How fast the physics runs against the frame range. Raise it to give falling debris time to land inside your shot.
Spin2How fast a piece tumbles once it is free.
Random Rotation0Turns each piece to face its own way at birth, so a scatter does not read as one shape stamped over and over.
Align to Velocity0Points each piece along the direction it is travelling, for streaks and sparks.

Turbulence Field

A turbulence force field, as Blender's own. Strength accelerates a piece; Size is the width of a swirl; Flow 0 freezes the field in space. Place an object to give it a centre and a falloff.

Turbulence

Blender's own turbulence field, as an acceleration that eases to a drift speed rather than building up for ever.

0 | 0.8 | 2.5

Turbulence Size

The wavelength of the noise. Small size churns each piece separately; large size moves whole clouds together.

0.3 | 1.0 (default) | 4.0

Turbulence Flow

How fast the noise field itself moves. Zero is a frozen field the pieces fly through.

0 | 0.2 (default) | 1.5

Turbulence Noise

Adds an unpredictable jitter on top of the smooth field.

0 (default) | 1.0

Turbulence Falloff

Point the field at an object and it weakens with distance, exactly as a Blender force field does -- sphere, tube or cone.

no object | Sphere | Tube
SettingDefaultWhat it does
Turbulence0.5How hard the turbulence field pushes, as Blender's Strength. It is an acceleration, not a speed: a piece eases outward and keeps gaining, rather than setting off at full tilt. Stops the moment a piece hits something.
Turbulence Size1.5How wide one swirl of the field is, in metres -- Blender's Size. Large values move whole neighbourhoods of pieces together; small ones break them up into separate wisps. This is the OPPOSITE of the old Turbulence Scale, which multiplied instead of measuring.
Turbulence Flow0How fast the field itself moves. 0 leaves it frozen in space, so pieces drifting through the same patch are pushed the same way and the motion reads as air rather than as noise. Raise it and the field churns while the pieces fly through it.
Turbulence Noise0Extra jitter on top of the smooth field, per piece. Blender calls it Noise Amount. A little breaks up the uniformity; a lot reads as static.
Turbulence Seed117Change it for a different swirl from the same settings.
Turbulence ObjectWhere the field sits. Leave it empty and the field fills the whole scene, which is what this effect did before it had a centre. Set it and Power, Min and Max Distance start to bite.
Turbulence Falloff0The shape the field fades over, from its object. 0 sphere, fading in every direction. 1 tube, fading from the object's Z axis, for a column of moving air. 2 cone, fading from the axis by angle as well, for a blast aimed one way.
Turbulence Z Dir0Which half of the field's axis is live. 0 both, 1 the +Z side only, 2 the -Z side only. Only tube and cone have sides.
Turbulence Power0How sharply the field fades with distance: strength divided by distance to this power. 0 means no fade at all, 1 is gentle, 2 falls away fast and keeps the field close to its object.
Turbulence Min Distance0Inside this radius the field stops getting stronger. Without it a piece sitting on the field's object is pushed arbitrarily hard.
Turbulence Max Distance0Outside this radius the field does nothing at all. 0 means no limit.

Vortex Field

A vortex force field, as Blender's own: pieces orbit the axis through its object. Inflow pulls them in as they go round, which is what makes a funnel.

Vortex

Spins the debris around an axis, for a tornado or a drain.

0 (default) | 1.5 | 4.0

Vortex Axis

Which way the swirl is oriented.

Z (default) | Y | X

Vortex Inflow

Pulls the debris towards the axis as it turns, tightening the spiral instead of letting it fly wide.

0 (default) | 1.5 | -1.5 (outward)
SettingDefaultWhat it does
Vortex0Spins the debris around an axis, for a tornado or a drain.
Vortex Axis(0, 0, 1)Which way the swirl is oriented.
Vortex ObjectThe axis the vortex turns around. Falls back to the Controller when it is empty.
Vortex Inflow0Pulls the debris towards the axis as it turns, tightening the spiral instead of letting it fly wide.
Vortex Falloff0The shape the swirl fades over, from its object. 0 sphere, 1 tube about the axis, 2 cone. A tube is usually what a funnel wants.
Vortex Z Dir0Which half of the axis swirls. 0 both, 1 the +Z side only, 2 the -Z side only.
Vortex Power0How sharply the swirl fades with distance from its axis. 0 is no fade; raise it to keep the spin tight around the centre.
Vortex Min Distance0Inside this radius the swirl stops getting stronger, so a piece near the axis is not flung.
Vortex Max Distance0Outside this radius there is no swirl. 0 means no limit.

Collision

Real mesh collision. Costs exact scrubbing and live Appear -- bake to Alembic for reverse.

Collision

Off, the effect is a closed form you can scrub anywhere. On, the debris really hits your collider -- play it from the start, and bake to Alembic if you want it reversed.

off | on

Bounce

How much speed a piece keeps when it hits. High bounce keeps the rubble alive long after it lands.

0 | 0.3 (default) | 0.5

Auto Contact

Stops a piece at its own half-thickness instead of letting its centre reach the surface, so rubble rests ON the floor rather than halfway through it.

off | on (default)

Keep Debris

Pieces stop fading and shrinking the moment this is on, however old they get. Without it they age out and disappear.

off (default) | on
SettingDefaultWhat it does
CollisionoffOff, the effect is a closed form you can scrub anywhere. On, the debris really hits your collider -- play it from the start, and bake to Alembic if you want it reversed.
ColliderOne object the debris collides with.
Collider CollectionA whole collection of them.
Friction0.25How much speed a piece loses sideways when it hits something, so it stops rather than slides. Needs Collision on: it is part of the simulation, not the closed form. The effect is real but small — there is no clip for it because four attempts could not make it visible in four seconds.
FlooroffAn invisible ground plane at Floor Z. Cheaper than a collider and it works without Collision, so it is the quickest way to give debris something to land on.
Floor Z0The height of the invisible floor.
Bounce0.3How much speed a piece keeps when it hits. High bounce keeps the rubble alive long after it lands.
Contact Radius0Stops a piece at its own half-thickness instead of letting its centre reach the surface, so rubble rests ON the floor rather than halfway through it.
Auto ContactonStops a piece at its own half-thickness instead of letting its centre reach the surface, so rubble rests ON the floor rather than halfway through it.
Keep DebrisoffPieces stop fading and shrinking the moment this is on, however old they get. Without it they age out and disappear.

Look

Size, fade, the hot edge along the front, and the material the debris takes.

Size Curve

The shape of the shrink over a piece's life.

0.1 | 0.45 (default) | 2.0

Shrink

How much of its size a piece loses by the end. Zero keeps every piece full size the whole way.

0 | 1 (default)

Opacity Curve

The shape of the fade over a piece's life.

0.2 | 0.6 (default) | 2.0

Edge Width

The band of hot edge along the dissolve front, for burning and ember looks.

0.01 | 0.08 (default) | 0.3

Override Material

Give the pieces a material of your own while the standing body keeps its. The embers here are a separate material; only the debris takes it.

off | on
SettingDefaultWhat it does
Size Curve0.45The shape of the shrink over a piece's life.
Shrink1How much of its size a piece loses by the end. Zero keeps every piece full size the whole way.
Opacity Curve0.6The shape of the fade over a piece's life.
Edge Width0.08The band of hot edge along the dissolve front, for burning and ember looks.
Glow Color(1, 0.42, 0.1, 1)The colour of the hot band that travels with the dissolve front. Read by the Break It Any Way glow material, which every new effect uses; a material of your own ignores it unless it reads the fx_glow attribute.
Glow Strength12How bright that band burns. 0 switches the glow off and leaves plain debris. Read by the glow material, as above.
Override MaterialoffRender the pieces with the material below instead of whatever the object already had. Off, every piece keeps the source's material, which is what this effect always did. The tick is needed because an empty material slot is a real choice -- geometry nodes cannot tell 'no material yet' from 'no material, deliberately'.
Debris MaterialThe material the shards, chunks or particles render with once Override Material is on. Only the PIECES change -- what is left of the object keeps its own, so a wall can stay brick while its rubble turns to char.

Before you render

Turn motion blur off, or keep the shutter short.

Cycles motion blur streaks a dense cloud of fragments into long thin needles that were never in the geometry. It is a renderer artifact, not the effect: the mesh is clean on every frame, and the same frame rendered without motion blur has no needles in it.

The same frame with motion blur on and off. With it on, long thin needles stretch across the debris; with it off, the shards are clean.

Why it happens. The pieces barely move between frames — a few millimetres — so the blur Cycles should draw is under a pixel wide. Instead it smears each shard along its own direction of travel by a hundred times that, and the smears are only visible where fragments are packed tightly enough to overlap. So it shows up on a slow, dense dissolve and not on debris that has already spread out.

What to do. Set the shutter to 0.1 or lower, or switch motion blur off for the shot. Measured on this effect, 0.5 streaks while 0.1, 0.05 and off are all clean — and because the real motion is sub-pixel, you lose nothing by turning it down. Baking the simulation does not help, and neither does turning Collision off: it is the renderer, not the effect.

Worth knowing

A new effect has no gravity. Gravity ships at zero, so the debris drifts rather than falls — which is what a dissolve usually wants. Set it before you expect Floor or Keep Debris to do anything, because a piece that never falls never lands.
Keep Debris stops pieces fading and shrinking. With it on, a fragment holds its size and its opacity however old it gets — landed or still in the air. Size Curve, Shrink and Opacity Curve do nothing while it is on, and the FX panel greys them out so you can see that. With nothing to land on the debris simply hangs there, so give it a floor or a collider if you want it to come down.
Chunks replaces your mesh with its pieces. Use Fracture Into Chunks to make them, or point it at your own collection. Re-fracturing replaces the pieces rather than piling up a new collection each time.
Reverse under Collision needs a bake. A simulation cannot be run backwards, so with Collision on the panel offers a one-button Alembic bake that can.

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