to demolition expert
Fracture FX is the procedural demolition software for the Visual Effects (VFX) and video game industry.
Fracture FX's scalable and event-based architecture provides artists with complete control over destruction simulations, resulting in faster shot finals and less man-hours per shot.
With a few clicks you can let Fracture FX do all the work, or you can use events and per-fragment modifiers for precise granular control. Or somewhere in between. You control your sim!
Getting that right simulation always takes a few tries. With takes, you can efficiently compare and review your destruction wedges, caches and exports.
If you know a little 3D, you can start banging out destruction sims in minutes. No need to set up complicated node networks, or learn new solvers. It just works!
We are production people just like you. We know the crunch. If you contact our support, you talk directly to our engineers and product managers - and we will find a solution!
Image used with permission. All rights reserved.
Includes the entire destruction toolset: a myriad way of fracturing geometry, automatic UV and displacement for fragments, simulation tools (including 2 different solvers), baking tools with wedges/takes, export to alembic and much more.
This is the logical choice for all destruction simulations.
""Light" version of Fracture FX that does not include the simulation tools. Only includes the fracturing toolset: voronoi, split planes, splintering, automatic UV mapping and displacement of fragments.
Choose this product if you want to use the fractured geometry for static set dressing.
Not yet. It's in development though. Currently we only offer node locked and site licenses are available. To transfer a node locked license to another machine, we charge a transfer fee that can be paid here. Just send us a mail with the ip config data after payment and we'll get you your new license ASAP.
Simply log in to your user area and navigate to the "Files" section. In there you will see a section called "How to request and install a license for Fracture FX"
Most likely, you'll have to purchase a license transfer to get a license for the new machine. As mentioned in our terms and conditions: "Each license is for one node-locked seat. Transferring an existing license to another machine will incur a transfer fee."
(To transfer a Fracture FX 1.x license, you can use this link.)
It is a pleasure to support such a great tool. I think it is the best you can get for Maya, and it is a pleasure to use it.
Haggi Floeser, Haggi Floeser, 3D supervisor, Ambient Entertainment
Simply put: Fracture FX is the only fracture tool worth investing time and money in for Maya.
Adrian Bergoff, VFX supervisor, Killer Robots VFX
Of the many demolition tools I've used in the past, Fracture FX is a clear cut above the rest. It is a tool written by production people, for production people. The control Fracture FX gives you over your sim is phenomenal. You can really dig in there and control every aspect of the sim. Exporting or baking your sim is also effortless, which truly is an invaluable feature in a large VFX pipeline. On top of that, their technical support is second to none: these guys are on the ball 24/7. I mean, at times, they will knock out special builds for us, just so we can tackle very specific production needs. How cool is that?
Matthias Bjarnason, CG Supervisor at RVX
Oh yeah! I have been putting it through the ringer and it is definitely a very powerful tool to have in the arsenal. The sheer SPEED of which it instantly cracks and shatters something in pieces is astounding.What would have taken me something 6 hours to hand-shatter, it would probably take me 15 minutes with this plug-in. Two words..BAD ASS.
Chris Radcliffe, Senior Modeler, Hydraulx
We explored multiple tools, and found that Fracture FX checked all the right boxes.
We're excited to integrate it into our pipeline.
Vince Cirelli, Senior VFX Supervisor and VP of Production , Luma Pictures
Simulating rigid bodies for games hasn’t been smoother or faster. I can setup a complex scene in a matter of minutes,
simulate, bake and transfer the keys from Maya right to the engine. The tech support is on par with the tool.
Questions get answered not only fast but with detail and possibly a tutorial movie
Seth Hall, Lead VFX artist, Electronic Arts
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