Shatter
Cut the selected mesh into glued pieces. It falls, and breaks apart where it hits the ground.

Cut the active mesh into pieces, glued together: it falls, and breaks apart where it hits the ground. It should be a closed mesh, above the 3D cursor.
Select a mesh, then SidebarVecFlowNew SimulationFrom “mesh”Shatter, or AddVecFlowShatter From “mesh”.
What it makes
- Birth: Mode On Pieces, Object Cube Pieces
- Gravity
- Rigid Body: Shape Hull, Density 2,400, Friction 0.7
- Bind: Make Pieces, Joint Glue, Break Impulse 20
- Collide: Ground On, Bounce 0, Friction 0.7
Your mesh is cut into 40 pieces that lie flush (the Fracture tool), and the original is hidden. The pieces are born where they are, glued together (Bind, Glue), as rigid bodies with the weight of stone. They fall as one; where the mesh hits the ground hard enough, the glue breaks and it comes apart.
The ground is at the 3D cursor. If the mesh already reaches below the cursor, the ground is put under it instead, so it has a fall to break on.
It needs a closed mesh
An open mesh (a plane, a shell with holes) has nothing inside to cut, and the starter stops with “'mesh' has nothing inside to cut: it needs a closed mesh”. Close it first, or give it thickness with a Solidify modifier and apply it.
Try these first
- Edit FlowPiecesBindBreak Impulse: how hard a hit breaks the glue, in newton seconds. Lower and it shatters on any knock; higher and it only cracks where it hits hardest. 0 never breaks.
- Edit FlowPiecesRigid BodyDensity: 2,400 kg/m³ is stone. Lighter breaks less on landing.
- More pieces. Free the bake, delete the pieces object, and run ObjectQuick EffectsFracture (VecFlow) on the original with more Pieces (and Near Cursor, for finer pieces where it lands); then set the Birth's Object to the new pieces.
Make it yours
- Hit it with something. Name an object in the Collide's Object and keyframe it through the mesh: where it strikes hard enough, the glue breaks and pieces come off.
- Let it stand. For a wall that something knocks down, put the mesh on the ground (at the cursor's height), so it stands instead of falling.