A few experiments using FLIP to make RBD-like fracturing effects. Check out the blog section for a tutorial and hip file!

All FLIP approach – using per-particle viscosity differences to emulate pieces. Single-rest-based UV’ing, so a bit of popping and distortion in the bump textures.
Hybrid approach – an initial RBD sim is used to drive a secondary FLIP sim.
All FLIP approach, rendered as particles.

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