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