Crumble — Complete Damage & Weathering Toolkit
How is Crumble different from a boolean/fracture tool?
Most fracture tools commit to a result the moment you generate it. Crumble keeps every stage as a live modifier, so you can change Strength, Seed, or presets at any time before deciding to Apply, and you can Apply one stage while leaving the others fully editable.
Do I need scripting or Python knowledge to use Crumble?
No. Everything is controlled through a simple panel in the 3D Viewport sidebar (N-panel) with sliders, toggles, and buttons. No node editing or scripting required to use any of the four stages.
Which Blender versions does Crumble support?
Crumble requires Blender 5.0 or newer, and has been tested through Blender 5.2. It works with both Cycles and Eevee.
Is Crumble non-destructive?
Yes. Damage, Relief, and Debris each live in their own Geometry Nodes modifier and stay fully editable until you choose to Apply. Applying one stage bakes only that stage, leaving the others live and adjustable.
Will Crumble's damage work with my own materials and shaders?
Yes. Crumble writes a "damage" attribute onto the mesh (0 = untouched surface, 1 = fully carved). In any material, add an Attribute node named "damage" and plug it into a Mix: rust, dirt or an exposed inner material then appears exactly where the object is damaged, follows along when you change the Seed or move the controller, and survives Apply.
Can I use my own models as debris instead of the built-in rock chunks?
Yes. The Debris stage ships with procedural rock chunks and a ready-made rock material, but the Chunks / Collection switch lets you scatter the objects of any collection of your own instead — picked at random per point, shapes untouched. A texture map can still drive their density and scale, and both Apply buttons work the same way.
Can I export the result to a game engine or another 3D application?
Yes. Once you Apply a stage, the result is plain mesh geometry with no dependency on the add-on: export it as FBX, OBJ, glTF or any other format to Unreal, Unity, Substance or any other DCC. The damage mask survives Apply as a regular mesh attribute.
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Damage non-destructive VFX Rust decay geometry nodes weathering debris destruction cracks procedural modifier