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Broken Glass

Add spider-web cracks, shard displacement, gaps, and impact-driven glass damage.

Add Broken Glass

Open an image or build the source composition first. Put this effect after the content it should process in stack processing order. Choose Material → Damage → Broken Glass in the effects picker, or search for Broken Glass with Cmd/Ctrl + F. Select the new layer in Layers to open its Effect Panel.

Place the impact

Set Impact X and Impact Y, then Count, Length and Radial Bias for the main cracks. Change Seed for a new fracture layout.

Break the panes

Use Shards, Displacement, Rotation and Gap to separate regions. Tune crack Thickness, Highlight and Shadow for readable fracture edges.

Broken Glass: source left and current native result right
Source left; Broken Glass result right. Example settings. Source: Erwan Hesry (Unsplash).

Compare and finish

Toggle the layer eye to compare with the incoming composition. Use the Effect Panel footer for opacity and blend mode, or add a mask to limit the affected area. In Video or Live, use the function menu on a supported control to add keyframes or a driver.

Control reference

Show individual controls
ControlWhat it doesValues and animation
Impact Radiusreach of the dense impact region; fractures continue to the canvas edges5% to 200%
Default: 60%
Continuous keyframes
Amountirregular thickness modulation along crack lines0% to 100%
Default: 30%
Continuous keyframes
Frequencyscale of the crack-line texture noise0.005 to 0.2 (typed input: 0.005 to 0.3)
Default: 0.04
Continuous keyframes
Thicknessbase width of the crack near the impact0 to 10 %; 1 to 256 px (typed input: 1 to 1000)
Default: 0.16 %
Continuous keyframes
Colorsolid colour used when gap fill is Solid ColorRGBA colour (0 to 255 per channel)
Default: RGBA (0, 0, 0, 255)
Colour keyframes
Fillwhat fills the space between separated shardsTransparent / Solid Color / Crack Color
Default: Transparent
Discrete keyframes
Highlightbrightness of the refractive crack highlight0% to 100%
Default: 65%
Continuous keyframes
Impact Xhorizontal position of the impact point0 to 1
Default: 0.5
Continuous keyframes
Impact Yvertical position of the impact point0 to 1
Default: 0.5
Continuous keyframes
Min Thicknessminimum far-edge crack width0 to 10 %; 1 to 256 px (typed input: 1 to 1000)
Default: 0.035 %
Continuous keyframes
Radial Biashow tightly shard seeds bunch near the impact0% to 100%
Default: 80%
Continuous keyframes
Countnumber of long primary cracks radiating outward0 to 16
Default: 6
Discrete keyframes
Jaggednessamount of wandering in the long radial cracks0 to 50 %; 0 to 256 px (typed input: 0 to 2000)
Default: 0.25 %
Continuous keyframes
Lengthhow far the long radial cracks travel10% to 300%
Default: 180%
Continuous keyframes
Seedchange for a different random pattern0 to 9999
Default: 0
Discrete keyframes
Shadowdark inset strength beside cracks0% to 100%
Default: 35%
Continuous keyframes
Shadow Widthwidth of the dark shoulder around cracks0 to 10 %; 1 to 256 px (typed input: 1 to 1000)
Default: 0.06 %
Continuous keyframes
Shardsdensity of shards across the pane; zero disables the shard field0 to 300 (typed input: 0 to 400)
Default: 70
Discrete keyframes
Displacementhow far each shard shifts its source pixels0 to 50 %; 0 to 256 px (typed input: 0 to 2000)
Default: 0.7 %
Continuous keyframes
Gapspace inset between neighbouring shards0 to 10 %; 1 to 256 px (typed input: 1 to 1000)
Default: 0 %
Continuous keyframes
Shard Light Angledirection of the key light over the shards0 to 360
Default: 135
Continuous keyframes
Reliefheight of the virtual tilted glass plates and refraction0 to 1
Default: 0.22
Continuous keyframes
Rotationmaximum per-shard rotation0° to 15° (typed input: 0° to 30°)
Default: 0.7°
Continuous keyframes
Specularstrength of glossy highlights, dispersion, and rim glints0 to 1
Default: 0.55
Continuous keyframes
Falloffhow quickly cracks thin away from the impact5% to 200%
Default: 35%
Continuous keyframes

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