Overview
Builds a "picture shatters and flies apart" animation with a single node — death effects, breaking blocks, screen transitions. Instead of drawing destruction by hand, you choose how the image cracks (the regions) and tune a few numbers. There is no physics simulation: every frame is recomputed from Progress, so scrubbing the timeline always shows the correct frame instantly.
Usage tips
- The go-to flow: image +
region_voronoi(orregion_cells/region_strata) → region_burst → output. Attach an animation (🎞️) to Progress and it moves. - The crack style comes from the region node: voronoi = broken glass, cells = even blocks, strata = layers tearing sideways,
image_to_regions= cracks following the artwork's shading. - Explosion: distance 32–64 plus rotation 180–360 is a good start. Put the origin on the impact point for extra punch.
- Crumble down: distance 0–8, gravity 100–300, floor on, stagger 0.3–0.6. To collapse from the top, set Origin Y to 0 and use origin-first stagger.
- Scatter in the wind: Directional mode, spread 20–40, fade 1.0 — pieces drift away and dissolve like petals.
- More regions = finer debris. Rough guide: 10–30 pieces for chunky impact, 50–200 for fine rubble.
Common mistakes
- Nothing moves — Progress is still 0. Attach a 🎞️ animation or drag the slider.
- Only part of the picture flies — the RegionMap does not cover the whole image; match the region node's width/height to the image. (Conversely, this is exactly how you shatter only part of a picture — leave Keep Outside on.)
- Pieces vanish off-screen immediately — on small canvases lower the distance (8–24) or add margin with
canvas_resizebefore bursting. - Flight looks different every frame — it doesn't: motion is deterministic per seed. If it seems to change, check whether the region node's seed is being animated by accident.
Related nodes
region_voronoi/region_cells/region_strata— create the crack pattern (upstream)region_extract_sprites— extract the pieces as individual images insteadmotion/keyframe_clip— drive Progressfx_bake_spritesheet/animation_render— bake the burst into a sprite sheet