Pulldownit plug-in for 3ds Max updates to version 6.5, adding useful features to the non-destructive workflow introduced in previous version and fixing some usability issues.
New ability toincrease or reduce fracture clusters size, alongside the Edge Fracture tool you can easilly add debris on detaching clusters or re-size exploding areas at ease.
New “Eraser” tool to reduce fragmentation, allowing artists to get quality fracture results while maintaining control over the number of fragments generated, you can visually erase shattering areas and play the simulation immediately, undo last operation or recover the original shattering at any moment.
New ability to change source node of a breakage, allowing artists to apply an existing breakage to a different model, or re-use it as starting point for a new destruction effect.
There are also several bugs fixed, you can check the whole list of fixes in the Pulldownit version logs page:
Licensed users can already access Pulldownit 6.5 from his account and there is a demo version for 3ds Max 2027 in the Thinkinetic web site.
Shatter New Features
New Erase Fracture Tool, this new tool allows to reduce fragmentation on the model interactively, you can undo your changes at any moment.
New Re-shatter option “Set Current as Base Breakage”, this new option allows to set current shattering as base breakage, you can revert to base breakage at any moment.
Dynamics New Features
New ability to resize fracture clusters, now you can reduce or increase fracture cluster size at ease just by clicking in the intended buttons and compute simulation immediately.
UI Enhancements
New Shatter it “Select Source Node” button, by clicking on it you can ser a new geometric node as source for the current breakage.
This new version of the plugin is focused on fast and easy fractures refinement to get polished destruction effects of your model quickly.
We are thrilled to announce Pulldownit plug-in gets a non-destructive workflow in 3ds Max, allowing to sculpt fractures over the model freely, visually shattering it in the areas you want and computing dynamics right away, or changing the original model position, orientation, scale or shape and all existing fractures will update accordingly, 3ds Max modifiers are supported.
In the same line we introduce a new Edge Fracture Tool to easily chipping inner borders of selected fragments, the tool works in an interactive way, simply selecting fragments in viewport to shatter its edges and play the result, you can recover the original breakage at any moment to start again.
Replace cut material can now be done at any stage of the destruction scene, even after baking simulation keys and it supports jaggy fragments, in addition a different base color is set for the new material created to easily check the fragments affected.
PDI Alembic exporter has been revamped, now it is able to export thousands of objects as a single Alembic mesh in seconds. In addition, PDI auto-loads the Alembic file in the 3ds Max scene after export , you can check it, apply original shaders to it, and if needed recover original geometry nodes just by deleting the Alembic mesh.
There are several other performance and usability improvements you can review below and you can check the whole list of fixes in the Pulldownit version logs page:
Licensed users can already access Pulldownit 6.0 from his account and there is a demo version for 3ds Max 2026 in the Thinkinetic web site.
Shatter New Features
New Non-Destructive shatter workflow, shatter pattern can be modified in any way and recompute dynamics right away, change the original model position, orientation, scale and 3ds Max modifiers are supported.
New Edge Fracture Tool, this new tool allows to visually chipping on inner borders of selected fragments, it works in an interactive way , you can reshatter fragments and play the simulation right away, undo last operation or recover the original breakage at any moment.
Improved path based shatter quality, path based shatter now generates rounded shards across the path, producing more realistic results in dynamics for stone-like materials.
Auto replace cut material supports jaggy fragments, replace cut material can now be done at any stage of the destruction scene, it affects the selected shatter group only, jaggy fragments and baked fracture objects are supported, in addition it sets a different base color for the new material making the checking of fragments affected much easier.
Dynamics New Features
Improved Clusterize pattern, clusterize parameter now generates nonaligned clusters getting more realistic fracture results, besides falling Fracture Bodies are now forced to break in the area of collision with static surfaces without the need of further adjustment.
Fracture Body “Relative to Mass” now adjust to “hardness”, getting easily more debris in impact areas just by making the model more brittle.
New cluster option “Excluded from Cracks Propagation”, this new parameter forces the cluster to break upon direct collision only, preventing it to be detached in advance because of cracks propagation or force fields affecting the whole fracture body.
New cluster option “Relative to Mass”, enabling this option clusters involving small and large fragments prefers to break in the chipping areas first, this option is now the default for clusters creation.
Alembic exporter 20x faster, export fracture simulation to Alembic now takes just a few seconds even for thousands of objects involved
UI Enhancements
Cut Material color auto change after Make New, replacing a shatter group material now sets a different color for the new material created so you can easily differentiate it from the old one.
Added “Bake All” option to PDI Simulation tab, this new option allows you to bake all PDI bodies in scene at once, removing all PDI data and letting only animation keys in the scene.
In this great tutorial Esteban Cuesta shows us how to use the freehand spline tool and boolean modifier in 3ds Max 2024 to make rough custom cuts over a model, then turn cracks look “organic” by using the Pulldownit plugin to generate secondary cracks and debris on top of it.
Pulldownit 5.5 for 3ds Max comes with important updates, Shatter ittool has been multithreaded and highly optimized, getting up to 4x faster shattering with regards to previous release, allowing to shatter hi-poly models in hundreds of fragments in a few seconds. Creating Chipping areas on the model is now faster as you can discard shatter centers directly in the viewport just by clicking the mouse over it.
Cracks generation computes now 2x faster and Bounded Cracks has been enhanced with the ability to turn them dynamic at the desired frame, allowing to create easily stress cracks that ends up tearing the surface completely at some moment.
Working in complex destruction scenes is easier and more intuitive, in cases of many objects fracturing, dynamic solver has been adjusted to get nice fracture results with default parameters and when two objects collide each other you can decide which of them will break in first place simply by reducing its hardness value.
Regarding the UI, in this new version you can create several fracture objects at once or create several crackers at once and modify them, there are other nice additions like toggle display of all crackers paths with one click.
Last but not least we have fixed quite a few annoying issues from previous version, making the tool more predictable and reliable than ever.
You can review below all performance and usability improvements and you can check the whole list of fixes in the Pulldownit version logs page:
Licensed users can access already Pulldownit 5.5 from his account and there is a demo version for 3ds Max 2024 in the Thinkinetic web site.
Shatter New Features
Shatter it multithreaded, getting up to 4x faster shattering allowing to shatter an object in hundreds and thousands of pieces in a few seconds.
New ability to remove shatter centers directly in the viewport, when in Shatter it draft mode simply by clicking mouse + ctrl key, the selected shatter center is deleted.
Dynamics New Features
Cracks Generation 2x faster, stress cracks or combinations of stress and dynamic cracks now computes 2 times faster.
New ability to generate Bounded Cracks until frame , stress crack propagation can be set to last until desired frame, after that it continues as an usual dynamic crack.
Initial velocity can be set for “activation at frame” fracture bodies, linear and angular velocity can be added to static fractures bodies, setting in this way the initial motion direction when the object becomes dynamic.
More intuitive behaviour in collision between fracture bodies, user can decide which of them will break in first place simply by reducing its hardness value. Besides small fragments collisions don’t trigger fracture anymore, therefore fracture activation starts always at the exact impact moment between the two objects.
UI Enhancements
New Ability to create several fracture bodies at once
New ability to set parameters for several fracture bodies at once.
New ability to set initial velocity at random for many fracture bodies
New ability to edit name of selected Cracker.
New ability to show/hide all Crackerspaths at once.
New ability to set parameters for several Crackers at once.
New ability to create Crackers for all parented curves at once.
In this great tutorial Esteban Cuesta show us how to crack and destroy an oneiric temple using Pulldownit 5 in 3ds Max , he explains step by step how to create long cracks over the surface before destroying the whole model to get a nice crumbling effect, worth to review it.
Bounded cracks is a new feature introduced in Pulldownit 5.0 allowing to create cracks over the surface of 3d models and controlling the strenght and extent of the crack easilly.
Pulldownit , the destruction plugin, is already available for 3ds Max 2023 an brings an important enhancement, Shatter it tool is now 4 times faster. This new update v 5.3 will be available for the rest of supported 3ds Max versions in the following weeks.
Max 2023 itself brings several useful improvements, Retopology tool has been boosted with a new auto remesh option allowing to get quickly good results with less preparation of the scanned model, besides Retopology now preserves important mesh features like uvs, vertex colors and such, which is a huge time saver when the model involved is already mapped.
In the modelling field Smart Extrude, introduced first in Max 2022, has been enhanced with the ability to cut partially through an editable poly, besides it can be used along with the new working pivots feature allowing to modify a polygonal surface quickly or merging other elements into it.
Other interesting features are the new glTF exporter for those working in 3d models for web visualization and a revamped autobackup behaviour that can be tracked and controlled easily in the UI.
Since several years ago Autodesk is focused in strengthen 3ds Max for polygonal modelling and visualization tasks, that’s good, however 3ds Max is being increasingly used for visual effects due to its power to handle large scenes smoothly and specially the bunch of third party plugins intended for dynamics effects tightly integrated inside it, so an update to Bifrost is highly demanded for those working in VFX.
Eloy Andaluz introduces all of these new features in a nice video you can review here:
Some of Pulldownit users has asked us how we did the stunning cathedral destruction in latest PDI reel, so we have decided to make a video tutorial explaining it step by step, and as you can see in the video below , it isnt dificult indeed,
Thank you to Esteban Cuesta for this great tutorial and final shot, please remember to “like” the video if you liked it:)
Andres de Mingo, author of this striking shot, kindly explains us how he did the dynamics effects using Pulldownit plugin inside 3ds Max.
I love those ancient bridges in Center Europe, with its old stones and statues plenty of history, I thought it would be dramatic seeing it being affected by a earthquake and tried to depict it in this little VFX project.
Cracking the bridge
The platform of the bridge is actually a large thin box textured with a combination of paving stones and a grass shaders, I drawed a long 3ds max spline over the box and then used Shatter it tool to generate around 1000 shards around it, I added a second set of shards but this time making shatter width smaller and changing the Shatter Seed value to get a different pattern, finally I added an Uniform Shatter pattern of around 200 fragments to get rid of too large shards appearing at both sides of the spline.
I created a PDI Fracture Body for the platform and a PDI Cracker along the spline, to speed up testing I set Local Propagation for the fractures, also to prevent fragments flying away too much I set a low value for the Cracker multiplier.
Making paving stones exploding
After I was happy with the main crack, I started adding more destruction on the bridge, for blasting group of cobbles I reshattered the platform in different areas near the spline, this time using PDI Local Shatter, 200 shards per exploding area was enough, following by creating clusters for each area, PDI Increase Selection tool is great for this, setting the cluster Hardness to 0 and adding a low break energy to get the exploding effect. Then I had just to set the break frame per cluster at the correct time to get the explosions happening one after another.
Crumbling the Statues
There are 5 statues on each bridge border, that’s makes a total of 10 models to shatter and destroy, this can be quite a lot of work, but I managed to speed up things by using some clever Pulldownit features. I started by drawing a spline over the statue surface and creating a cracker for it, then shattering the model with PDI path based style in around 300 shards, and adding an Uniform shatter pass of around 50 shards to get rid of large fragments on the model, finally I added also a couple of small PDI Local shatter shards in some borders of the statue. By creating a fracture body and setting it to static and only break I got the statue crumbling nicely without breaking it completely.
But for the statues in the background I did it much simpler, I made the model adquiring the shattering of the version in close up view, using PDI Adquire shatter style, then creating some cluster to make the statue starting crumbling at the desired frame , that’s did the trick perfectly.
Conclusions
This shot involved several models to be damaged and cracked, thanks to the easy of use and clever features of Pulldownit I was able to have all destruction effects done and adjusted in a short time. I like specially PDI Jagginess , this feature add detail to inner faces so cracks looks rough and more realistic when rendering the scene without having to create complex shader for them.
Pedro Ivan de Frias the author of this stunning shot, kindly explains us how he did the destruction effects using Pulldownit plugin in 3d Max.
This shot was a challenging project because of the amount of different elements fracturing and by other side, due to the close proximity of the camera to the walls, shards had to be generated less polygonal to look real in close-up cracks and detachments . My approach was to work it out in several stages, one for each wall being destroyed, then adding more elements in simulation when I was happy with the overall look and timing of the previous stage.
Cracking the walls
For cracking the front and side walls I followed the same procedure, first drawing a spline over the surface going from the bottom to the rooftop, this is very easy thanks to the great freehand splines in 3ds Max, then using PDI Path Based shatter to create shards along the spline, at first I created 250 shards, however fragments near the camera looked still too big so I did a second pass adding 200 more shards with a lower width value to generate smaller fragments along the path, finally I added a PDI Uniform shatter of the whole wall to remove any too large or too narrow fragment over the surface. I follow by creating a PDI Fracture body for each wall, setting it as static, “only break” and clusterize set to 0 in PDI fracture options.
After creating a PDI cracker object following the spline trajectory and adjusted it size to be very small, when playing the simulation the wall started to crack nicely along the spline but I had to set also local propagation in PDI fracture options to prevent fragments detaching in advance.
The simulation looked good but almost all fragments along the path got detached and falling to the ground, I preferred the broken fragments to protrude over the surface without falling, but any of the PDI fracture options seemed to perform this behavior, I solved it by adding a thin box aligned to the wall but with a small gap between them, by setting it as a PDI static body I got the fragments standing after detaching, I had just to hide the thin box to get a nice protruding crack over the wall.
Exploding the wall on the left
The wall on the left crumble in a different way than the others, It explodes and crack as a whole, not just along a defined path, to achieve the effect this time I used a 3ds max wind field to trigger the destruction. First I draw a spline crossing the wall widely from left to right and making several twist in its way to the roof; then I shattered the wall using PDI path based style in around 250 shards along the spline and adding 250 more shards, setting a smallest width value, but only in the part of the wall nearest to the camera.
I followed by creating a PDI fracture body for the wall, and set it as only breaks and clusterize set to 0 in the PDI fracture parameters, I also checked affected by force fields box, I animated wind strength going from 0 to a maximum 100 units in frame 30, then decaying again until vanishing at frame 50. When running the simulation, I’ve got an appealing destruction of the whole wall, with smaller fragments being pushed out farther than bigger ones. However, I wanted most of the wall to not move at all, for achieving this I set all large chunks as static in PDI advanced fractures getting the nice exploding effect.
Adding more elements in simulation
At this point I had all my walls being destroyed nicely but I wanted to add more elements to make the scene more massive and impressive . I added two giant debris falling from the ceiling beyond the camera, that looked definitively good. The models were taken from a nice debris package by Everlite, I used PDI to simulate the motion of these huge pieces as rigid bodies, simply adding a random initial spin for them and gravity did the rest. Once of the chunks collides with the pipes in the ground floor so included the pipes in simulation using local shatter and setting a PDI fracture body for them, again I set the parts I didn’t want to move as static in PDI advanced fractures. Finally, I shattered some windows of the facade, for achieving this nice effect I applied a radial shatter pattern to the windows but didn’t compute dynamics for it, simply animated visibility to make the shards appearing at the exact moment.
All these new elements were added after all walls destruction was already baked, so no way to affect or modify it, however added fragments could still collide with baked geometry, that’s a very nice feature of Pulldownit when you want to add more elements to a simulation already baked.
Final Adjustments
Once all the destruction was done, I made a preview of the simulation to check dynamics and timing, I cropped keys for some fragments on the left wall to make them stick on the surface while still seeing the cracks. I had the feeling timing was a little slow , so I did all destruction a 20% faster using 3ds Max re-scale time feature which works great.
I replaced the PDI cut material for a more realistic Vray material and added PDI Jagginess to all fragments except those of the pipes as they are seeing far away, I strengthen PDI Jagginess for the fragments close to the camera which looked still too flat. Definitively close-up fragments looked much realistic after adding quite a few of roughness to them and PDI does it almost automatically and very fast, that another amazing feature of this plugin.
Finally I added a camera shake effect strengthen it when the left wall explodes and making it vanishing slowly until the end.
Adding Dust
Dust was added in a second pass using Fume Fx and I used Particle Flow in 3ds Max to guide the emission of smoke, in the left wall I set the same spline I have used to crack the surface as emitter of particles, in the other wall I emitted particles directly from the detaching fragments.
I decided to emit lot of dust from the left wall because it was kind of exploding and a soft amount of dust in the right wall to not populate the scene with too much smoke and can still see the fragments detaching and falling. I didn’t add any dust to the crack on the front wall for the same reason.
To make the particles exploding along with the fragments I simply set a pFlow speed operator with a large value and adjusted a gravity force to make particles falling quickly.
The main issue to get dust looking good was setting Fume Fx Spacing value very low, because the camera was very close to the smoke, indeed it was located inside the fluid container itself. Aside this I was testing with all Fume dissipation parameters until getting the dust behaviour I wanted for the scene. Regarding rendering I had to reduce light multiplier in FumeFx render tab to make the illumination of the smoke less brighten. I finally composed dust in Fusion adjusting Alpha gain and Burn parameters.
Conclusions
This scene involved quite a lot of elements being destroyed, I must say Pulldownit behaved fast and stable at all moment and the ability to can add more elements in simulation in different stages was very helpful to can focus in the destruction of one wall at a time.
I liked specially generating cracks along paths is very easy using this plugin, and you have fine control over the strength of the shockwaves but having more options to control the timing of the cracks propagation will be useful.
PDI Jagginess is a great feature to generate more realistic fragments adding the amount of roughness you like specially in close-up views.
Andres de Mingo the author of this nice shot, kindly explains us how he did the destruction effects using Pulldownit plugin in 3d Max.
My aim in this shot was to do an exaggerated representation of a chess game “capture the queen” movement. The model had to perform exactly 3 loops on scene, before breaking completely on the edge of the chessboard, these kinds of constraints happens many times in production projects.
Animating the Queen
I animated the queen in advance, doing exactly 3 loops, in this way the model should maintain the original motion while fracturing, luckily I was able to do all of this using the Pulldownit plugin in 3ds Max.
To make things easier I used a simple shape wrapping the queen model, after simulating its motion I had just to parent the queen to my proxy shape to make it acquire its motion.
I set also the chessboard as a static PDi body so the pieces can collide with it, as expected the tower only pushed away the queen when hitting it, to get the piece looping in the air I played with initial velocity and initial spin of the queen model alone until getting it looping nicely 3 times, then I had simply to set the activation frame for the queen just when being reached by the tower to start its motion at exact the impact moment.
Fracturing the queen
I wanted to damage the queen locally several times before being broken completely, for this I started applying a rude Uniform PDI shatter of around 100 shards over the model, then I reshattered the corner area near the tower in around 200 shards using local style, and finally I reshattered the top part of the queen in around 150 more shards in order to get smaller debris when this part hits the ground.
the ability to to increase fracture energy above the solver computed value was very useful to strength impacts according to artistic aims
Once the shattering was defined I created a PDI fracture body for the queen model, setting it as Static and Only Breaks to force preserving the original trajectory while fracturing it, by playing the simulation the queen broke apart nicely in the impact with the tower, however it didn’t break completely when reaching the border of the board, after setting Activation at frame and Clusterize value to 20 units in the PDI fracture options I got it breaking nicely outside the board.
To exaggerate the strength of fracturing I created 2 small cluster of fragments in the areas I wanted to break apart and set its break energy to a value around 10 units, I set those clusters to break at a specific frame aswell. Finally I added some roughness to the fragments with the amazing edge jaggines feature of Pulldownit.
Pulldownit counts with many nice features but adding jagginess to fragments is probably my favorite one
Conclusions
This shot was simple in its concept but very demanding regarding dynamics control, I needed the queen model to fracture at specific moments but maintaining always the original trajectory and motion of the object and I must say Pulldownit did it perfectly. Besides the ability to to increase fracture energy above the solver computed value was very useful to strength impacts according to artistic aims, and still getting a natural motion which would have been very difficult to achieve by other means, I believe.