Create Realistic Cracks in 2 minutes
Posted on 01. Mar, 2010 by Andrew Price in Modeling, Tutorials
A few months ago I was modeling the building for my earthquake animation, when I stumbled across any easy way to create realistic cracks without pesky scripts, or plug-ins. It’s simple, easy, and it uses a powerful tool built right into blender. Trust me, when you see it you’ll be kicking yourself!
It is perfect for rubble, ceramics or splitting any object in two.

Who owns a ceramic picture frame anyway?
I am a man of my word. This video will literally take less than two minutes to watch:
Did you catch all that? Hope it wasn’t too fast!




Allan
02. Mar, 2010
Thanks, that was really quick, but very useful
Craigsnedeker
02. Mar, 2010
Wow that’s awesome!
Dan
02. Mar, 2010
Wow that’s a superb little trick. I can see it’s going to make debris creation a more fun and a whole lot quicker!
Thanks man.
Mitch
02. Mar, 2010
Short, sweet, and powerful. Thanks!
Dominik
02. Mar, 2010
Really nice, thank you Andrew
Derek
02. Mar, 2010
Blender 2.5 is awesome! Thanks Andrew
comeinandburn
02. Mar, 2010
I’m kicking myself as we speak!
great tip!
Joshua Reed
02. Mar, 2010
Thanks very much. I don’t mind your longer tutorials by the way. Keep up the good work.
Phoinx
02. Mar, 2010
Good idea! Very cool!
Solineoz
02. Mar, 2010
Really nice and useful tip here, and it’s quick
Thanks Andrew !
paul
02. Mar, 2010
This was great! quick, simple and smart! Thanks!
Andrew – please think about camera mapping tutorial like in Your earthquake animation. It would be great to merge it with blender genearted clouds in the sky etc.
Andrew Price
02. Mar, 2010
@comeinandburn
It was a big a-ha moment for me when I discovered it too. Glad to hear I’m not the only one that overlooked this powerful tool
ciccio
02. Mar, 2010
simply awesome! Thanks Andrew
Johan
02. Mar, 2010
Very usefull. Thanks..
Tory
02. Mar, 2010
Thanks Andrew,
I have spent a lot of time looking at “crack me” scripts which dont work in 2.5 yet. This is a great solution. I wonder if you have any tips for using this with the Physics to say, have it stay together until it falls or is hit?
Vicviper
02. Mar, 2010
Wow! One of those small ideas that can solve big problems. A fantastic Tip . Thanks for sharing.
Bob
02. Mar, 2010
Very nice tutorial. Another one of those now-why-didn’t-I-think-of-that tips.
Nathan
02. Mar, 2010
I actually found that proportional falloff feature just yesterday, but I wouldn’t have thought to use that feature to make cracks. I’d only thought of using that feature for putting mountains onto a terrain. Awesome idea!
kaaroshi
02. Mar, 2010
Thank you VERY MUCH!! ^^
jacobvalenta
02. Mar, 2010
PERFECT for my animation
thank you so much
plrang
02. Mar, 2010
Veeery cool and not only 2.5, works well in 2.49
MaxiNova
02. Mar, 2010
Nice tutorial! Or maybe you should call it a tip! =D
Andrew
02. Mar, 2010
How do you get the great little pieces on the ground?
Reyn
02. Mar, 2010
Haha! Thanks a lot, Andrew. The vert hiding works like magic! ^_^
-Reyn
Nimblepix
03. Mar, 2010
Nifty! And, easy. Thanks much for this elegant solution.
Heho
05. Mar, 2010
Again a very usefull tutorial! Now I fully understand why it is convenient to hide vertices
Eon
05. Mar, 2010
(ouch!!! = sfx kicking my own head)
great (ouch) and (ouch) nice (ouch) and (ouch) dirty (ouch) little (ouch) trick ….
fell unconscious ….
thesakej
09. Mar, 2010
someone help me, am new at this BLENDER thing i can’t even make an object…..help ASAP.
torksu
11. Mar, 2010
wow that was just incredible :O
I never thought of using it this way! and i’m happy discovering the solidify modifier too =D
dhia eldeen
13. Mar, 2010
thanks andrew …
wanjama
14. Mar, 2010
nyc
Rayhan
15. Mar, 2010
How did you create those fragments on the floor?
Sixthlaw
16. Mar, 2010
Would also like to know about the fragments on the floor. Are they hand made then spread using the physics engine, or are they randomly generated.
Lucas smell 64
19. Mar, 2010
please tell me about the fragments on the ground as well.
Sixthlaw
19. Mar, 2010
I have looked at your blender file, and understand how you have grouped the “shraprnel” objects, but when I create a group and use the GROUP function in the particle settings, i cant seem to spread them appropriately.What would be awesome is a function, almost like the weight painting function, that woud spread the objecs and also the density of how many of they peices of shrapnel are in the one spot. Is there a function like this?
teepee
03. Apr, 2010
How do you select one half of it? I’m kinda new at this…soory!
Kewl Luser
11. Apr, 2010
sweeeet – this aplies to 2.49b and 2.48a also – niiice loving this one Andrew – keep em coming
Mennoknight
12. Apr, 2010
This is very cool! I stumbled on this for making terrain a while ago, it’s good to see something else it’s good for.
Sean
19. Apr, 2010
*dies from shock of the fact it is so easy*
Almux
21. Apr, 2010
Great! Simple stuff as it’s shown here.. mostly take hours to even begin to find out!!!!
Thanks!
Marc
24. Apr, 2010
at 00:58 when i select 1 half of the eeg how do i do this for i have no idea
Antoine
27. Apr, 2010
Press b for box select…
Oh and shift+a to add an object
Very nice tutorial by the way,
razieraziel
27. Apr, 2010
I like it :]
JackieNP
16. May, 2010
Oh!. Very quick. Very useful. Very cool!
MARKUS
18. May, 2010
great but after pressing “o” and then render selected
i press “g” and “s” but nothing happen but i have still selected on point
and i don`t no what´s wrong
chaitanyak
14. Jun, 2010
can you please do this one with screenshots and text discriptions .. like your puddle tutorial ?.. for some of us newbies
chaitanyak
14. Jun, 2010
i got the logic though, brilliantly simple
just having a problem following some of the steps.. like when you scale the falloff
AC
04. Jul, 2010
Is there any way to incoperate the tracks from the snow toutorial into this, so you can make a pre-drawn crack in a plane?