Uploaded October 2017 | Updated September 2026, 12 hours ago
This bridge model is exposed to a strong sinus based twisting deformation with constant amplitude until destruction. Plastic deformation and fatigue can now be simulated with Blender Fracture Modifier, as a result the structure is continuously weakened on deformation until it ultimately fails.
It's still a rigid body simulation working inside even though it might not look like one. The elements are connected by simple fixed constraints without focus on scientific accuracy in this case. On deformation constraints are being rebuild and breaking thresholds are rescaled on the fly to replicate plastic deformation and fatigue behavior. The vertices of nearby elements of the visible mesh are kept together in a post processing step, and also distortions on detachment of elements are taken into account so that no snapping occurs.
Also worth mentioning is that this video is rendered with deformation motion blur in Cycles. Usually deforming meshes and subsequent changes of mesh topology can make it difficult to make motion blur work, therefor vertex merging can also be disabled despite Automerge and Distortion being used to accomplish this effect.
Simulation time: 11 min
Render time: ~ 100 hrs
Credits:
Simulation & video by Kai Kostack
kostackstudio.de
Made with Blender + Fracture Modifier
blenderartists.org/forum/showthread.php?343637-Custom-Build-Blender-Fracture-Modifier
This bridge model is exposed to a strong sinus based twisting deformation with constant amplitude until destruction. Plastic deformation and fatigue can now be simulated with Blender Fracture Modifier, as a result the structure is continuously weakened on deformation until it ultimately fails.
It's still a rigid body simulation working inside even though it might not look like one. The elements are connected by simple fixed constraints without focus on scientific accuracy in this case. On deformation constraints are being rebuild and breaking thresholds are rescaled on the fly to replicate plastic deformation and fatigue behavior. The vertices of nearby elements of the visible mesh are kept together in a post processing step, and also distortions on detachment of elements are taken into account so that no snapping occurs.
Also worth mentioning is that this video is rendered with deformation motion blur in Cycles. Usually deforming meshes and subsequent changes of mesh topology can make it difficult to make motion blur work, therefor vertex merging can also be disabled despite Automerge and Distortion being used to accomplish this effect.
Simulation time: 11 min
Render time: ~ 100 hrs
Credits:
Simulation & video by Kai Kostack
kostackstudio.de
Made with Blender + Fracture Modifier
blenderartists.org/forum/showthread.php?343637-Custom-Build-Blender-Fracture-Modifier










