Vertex Group

– Vertices with full weight are not affected at all
– 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.

– In this example only the blue faces (where the four vertexes weights are set to 0) can explode when the Vertex Group is selected

– Here you can see the Vertex Weights:
– Black vertexes: weight=1 (connected faces are sticked to these vertexes)
– Green vertexes: weight=0 (connected faces are free to ‘explode’)

Blender Explode Vertex Weights

– Another example, changing the wertex weight of all vertexes connected to a grey face:

– Here you can see the Vertex Weights:
– Green vertexes: weight=0 (note how the upper faces, but some connected to blue vertexes, are free to ‘explode’)
– Blue vertexes: weight=0.1 (left video) and 0.4 (right video)

Blender Explode Vertex Weights

Blender Explode Vertex Group

Dead

– At this moment blender 2.8x cannot render dead particles.

– We’ve to wait until the bug reported as T59272 is fixed !

Alive

– Show faces when their attached particles are alive.
– Useful combined with Unborn to render an object with disappearing faces.

– In this example all faces of the object are visualized as Unborn is checked.

– You must check this option if you want to render an explosion.
– You can uncheck this option if your goal is to render desappearing faces.

Blender Explode Alive

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.

– In this example I also applied the Solidify modifier to give all faces some thickness

– Remember: The Particle System must come before the Explode modifierin in the modifier stack!

– And here the same simulation but particles are visualized (remember: you need a particle sysytem on the exploding object!)

Blender Explode Cut Edges

EXPLODE

– 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.

– IMPORTANT: The Particle System must come before the Explode modifierin in the modifier stack!