Demos
Straight bakes from the demo file, rendered in Blender. Pick a clip, then scrub through the break or slow it down.
How it works
Mark
Pick a material for each object that should break. Add something to hit it, hold it or blow it up.
Bake
Your GPU simulates the material, frame by frame. You see frames as they finish, with the time left.
Render
Play it back as ordinary Blender meshes, with debris and dust. Light it, render it, export it.
Ten materials, each with its own way of breaking
Every preset is tested against real strengths, and every value can be edited.
- Concrete
- Brittle, branching cracks, grit and dust
- Reinforced concrete
- Cracks, but hangs from its steel bars
- Wood
- Splits along the grain, snaps across it
- Steel
- Bends and dents, tears only when stretched far
- Brick
- Fired clay, red-brown grit and dust
- Glass
- Long clean cracks and flat shards
- Aluminium
- Dents, folds and tears
- Stone
- Heavy and brittle, grey stone dust
- Plaster
- Weak and crumbly, lots of white dust
- Cardboard
- Creases and tears with fuzzy edges
What you get
Your exact shapes
Unbroken surfaces keep every curve of your mesh. The particles only show where it breaks.
Build from parts
Join separate objects, like the timbers of a frame, and they hold together until their joints give.
Break it where you want
Weak zones make a region weaker, so the crack starts where your shot needs it.
Dust that comes from the break
One click simulates the air: dust billows from the crushed parts and drifts off in the wind.
Any collider
Spheres, boxes, or the exact shape of any mesh: a wrecking ball, a car, a falling tree.
Safe long bakes
Checks GPU memory before it starts, and resumes from a checkpoint if a bake is stopped.
Pricing
Pay once, keep it. Every edition has every feature, the demo scenes and all 1.x updates.
Trial
Free
Up to 50,000 particles and 48 frames. For trying it out, not for paid work.
Pro
$89 once
Up to 250,000 particles. One user. For individuals and small studios.
Max
$199 once
No particle limit, for big structures and fine detail. One user.
Studio
Custom
No particle limit, as many seats as your team needs, invoice billing. Required above US$100,000 yearly revenue.
Get a quote
Prices in US dollars; local tax is added at checkout. Payment is handled by our reseller Lemon Squeezy. 14-day refunds.
Needs Windows 10 or 11, an NVIDIA RTX 20-series or newer GPU and Blender 4.2 or newer. Not for macOS, Linux, AMD or Intel graphics.
Questions
How long does a bake take?
Minutes for a small scene, hours for a big structure with hundreds of thousands of particles. The add-on estimates the size before you start, and a preview bakes about 16 times faster.
Does it replace rigid body physics?
No. Rigid bodies move pieces that were cut beforehand. Rupture FX simulates the material itself, so it decides where to crack, bends metal and tears board. Use rigid bodies for things that don't break.
Can I use it in a game engine?
As baked animation, yes: export to Alembic and play it back, for example in a cutscene. The simulation itself runs in Blender.
Why only NVIDIA?
The simulation runs on the GPU with NVIDIA's CUDA. Other GPUs would need a separate program.
Can I use it commercially?
Yes, with any paid edition: your renders and caches are yours. Companies with US$100,000 or more in yearly revenue need Studio. Trial output is for evaluation only.
Does it need the internet?
No. Your licence key is checked on your own computer, and Rupture FX sends no data anywhere.