Cracks is an activly developed addon
What do you get? Check below for both short and full demos
V4 Pro features
- Fracture isolation with empty or draw curve
- Exploded view
- Custom preset cracks 1-10
- Mesh Boolean or Convex Hull crack types
- Excellent recursion cracks and iterations
- Break away cracks with Gap max control
- Triangulate and separate islands for export
- Falloff controls with empty or curve
- Legacy Cracks UI included
V3 features (Included in V4 Pro)
- Move cracks with an empty or any objectÂ
- Custom cracks shaderÂ
- Presets 1-10 for crack are now availableÂ
- NEW Abstract cracks, shatter and Earthquake (V3)
- Simulation delay is now a thingÂ
- Backed by Simulation nodes so you can animate your cuts
- Simply apply your cut and do another and another...
- Adjust the cuts with precision or use the presets to achieve near perfect results
The NEW Cracks V4 Pro
Alpha stable!
NEW abstract crack and level 1-10 cracks presets
V4 option gives you powerful geometry nodes-based patterns that stay correct even when the mesh changes
Cracks addon has a custom shader built in for you
Iterations
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You start with your original mesh and apply a single fracture pass (splitting it along one or more planes or curves).
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Then, you simply repeat that same pass N times on whatever pieces you have, without changing the pattern logic.
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E.g. “5 iterations” means: fracture → fracture everything again → fracture again… five times in total.
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Each iteration treats every existing fragment equally, so you end up with a somewhat uniform field of shards.
Recursion (recursion depth, or recursion points)
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You define a recursive fracture rule: “For each fragment, repeat this fracture process on that fragment’s children—until you reach depth D.”
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Internally it’s the same as iteration, but you think of it as a tree of fractures: the original mesh is level 0, its pieces are level 1, their pieces are level 2, etc., until you hit your max recursion depth.
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“Recursion points” often means how many “child” fractures you branch to at each step, or the locations within a fragment where you plant the next split.
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This can let you vary the pattern as you go deeper (for instance, smaller, more random cracks at deeper levels).