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.. _bpy.types.ExplodeModifier: |
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Explode Modifier |
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The *Explode* modifier is used to alter the mesh geometry by moving/rotating its faces in a way |
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that roughly tracks particles emitted by that object, making it look as if the mesh is being exploded |
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(broken apart and pushed outward). |
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For this modifier to have any visible effect, there needs to be a particle system on its object. |
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That particle system will control how the mesh is exploded. |
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Both the number of emitted particles and number of faces determine how granular the *Explode* modifier is. |
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More faces and more particles will mean more individual pieces. |
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.. Broken link to the demo video... |
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Here is |
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a `demo video <https://wiki.blender.org/uploads/7/7b/Manual_-_Explode_Modifier_-_Exploding_Cube_-_2.5.ogg>`__ |
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showing a cube with a particle system and *Explode* modifier. |
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(`blend-file <https://wiki.blender.org/wiki/File:Manual_-_Explode_Modifier_-_Exploding_Cube_-_2.5.blend>`__). |
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Here is |
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a `demo blend-file <https://wiki.blender.org/wiki/File:Manual_-_Explode_Modifier_-_Exploding_Cube_-_2.5.blend>`__ |
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showing a cube with a particle system and *Explode* modifier. |
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.. note:: |
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The *Explode* modifier must come after the *Particle System* one in the :ref:`modifier stack <modifier-stack>`, |
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in order for the former to get required data from the later. |
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Options |
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======= |
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.. figure:: /images/modeling_modifiers_simulate_explode_panel.png |
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:align: right |
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The Explode modifier, with a Particle System above it. |
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Vertex Group |
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Vertices in this group may not be affected by the *Explode* modifier. |
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Vertices with full weight are not affected at all, |
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while vertices with less weight have a higher chance of being affected. |
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Vertices with null weight will be treated like those which do not belong to the group at all, and explode normally. |
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Protect |
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Clean vertex group edges. Depending on the weights assigned to that vertex group, |
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either completely protect those faces from being affected by the *Explode* modifier |
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(which would happen if the faces had a weight value of 1), |
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or completely remove protection from those faces |
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(which would happen if the faces had a weight value of 0). |
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Particle UV |
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If set, the U value of the coordinates in that :term:`UV map` will be overwritten |
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with the age of the particle attached to the matching mesh face |
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(in proportion, from 0 for not yet born particles, to 1 for dead ones). |
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The V value is set to a constant 0.5 value. |
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This allows e.g. to make the color of a fragment (face) vary during it 'explosion' phase, |
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by using a texture with a gradient of colors along its *U* axis. |
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Cut Edges |
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Split the mesh in pieces based on location of emitted particles, instead of using existing faces. |
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This will typically give a splitting that appears more random. |
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Unborn |
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Show faces when their attached particles are unborn. |
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Alive |
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Show faces when their attached particles are alive. |
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Dead |
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Show faces when their attached particles are dead. |
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Size |
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Scale each face using the size of its attached particle, once that particle is alive. |
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Refresh |
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Refresh data in the *Explode* modifier. |
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