Shattered Abstract Vector Filter

Shattered is an optional creative preset that divides the geometry matching each Rasterizer swatch into irregular shards, opens cracks between them, and moves and rotates the pieces relative to a selected break origin so the artwork appears to spread and fall apart. It uses Rasterizer's normal swatch, job-processing, and export logic.

Best use

Start with artwork that has a recognizable subject, strong silhouettes, or clearly separated color regions that can remain understandable after they are divided into irregular pieces and moved apart.

Shattered can generate many irregular pieces for every active color layer, so experiment with reduced processing dimensions before producing a detailed export.

Controls

The Shattered controls determine the shard-size range and density, the width and variation of the cracks, how the pieces spread, fall, and rotate, and where the break originates.

Smaller shard-size values and a higher Density can generate more pieces, potentially increasing processing time, memory use, and vector-object count.

Output

After the Shattered transformation, the moved and rotated pieces derived from each color region remain associated with the Rasterizer swatch that region matched.

Control reference

Ranges and defaults below come directly from the current filter implementation.

Minimum shard size

Default 8 · Range 2–80 · Step 1

Sets the lower end of the approximate shard-size range used to build the fracture pattern; larger values generally produce larger and fewer shards, although individual irregular pieces can vary.

Analogy: Like choosing the smaller end of the piece-size range before breaking a sheet into an irregular mosaic.

Maximum shard size

Default 32 · Range 4–160 · Step 1

Sets the upper end of the approximate shard-size range used to build the fracture pattern; larger values allow the point spacing to grow and generally produce larger, less uniform pieces.

Analogy: Like choosing the larger end of the piece-size range before breaking a sheet into an irregular mosaic.

Density

Default 0.6 · Range 0.1–1 · Step 0.05

Controls the target number and spacing of fracture points, with higher values placing more points closer together and generally producing more, smaller shards.

Analogy: Like adding more impact points to a sheet of glass so it breaks into a larger number of smaller pieces.

Minimum gap

Default 0.7 · Range 0–10 · Step 0.1

Sets the baseline amount by which every shard is contracted before it is moved, establishing the narrowest cracks in the fracture pattern; larger values create more separation.

Analogy: Choosing the thinnest grout line in a broken-tile mosaic.

Gap variation

Default 2.2 · Range 0–15 · Step 0.1

Sets the maximum random amount added above Minimum Gap for individual shards; 0 keeps the contraction uniform, while larger values create more varied crack widths.

Analogy: Natural glass cracks opening by different amounts.

Horizontal spread

Default 12 · Range 0–100 · Step 1

Controls the scale of sideways movement away from the Break Origin, with larger values allowing shards to travel farther left or right depending on which side of the origin they begin.

Analogy: Debris spreading outward after impact.

Fall distance

Default 20 · Range 0–160 · Step 1

Controls the scale of downward movement applied to the shards, with larger values allowing pieces to drop farther by amounts that vary with their position and the generated fracture pattern.

Analogy: Broken pieces dropping under gravity.

Gravity bias

Default 1.4 · Range 0.2–4 · Step 0.1

Controls how strongly a shard's vertical position influences its overall movement; higher values keep upper and middle shards closer to their starting positions while concentrating stronger movement toward the bottom of the artwork.

Analogy: Like adjusting a gravity curve so upper pieces stay closer to the break while lower pieces pull away more strongly.

Rotation

Default 22 · Range 0–180 · Step 1

Controls the scale of randomized clockwise and counterclockwise rotation applied to each shard, with larger values allowing the pieces to tumble more dramatically.

Analogy: Loose cards spinning as they fall.

Break origin X

Default 0.5 · Range 0–1 · Step 0.01

Sets the horizontal position of the fracture's reference point, where 0 is the left edge, 0.5 is the center, and 1 is the right edge; shards generally spread away from this position.

Analogy: Moving a hammer strike across glass.

Break origin Y

Default 0.35 · Range 0–1 · Step 0.01

Sets the vertical position of the fracture's reference point, where 0 is the top edge, 0.5 is the center, and 1 is the bottom edge; each shard's distance from this point contributes to how strongly it moves.

Analogy: Moving that strike higher or lower.

Seed

Default 1 · Range 0–999999 · Step 1

Selects the random arrangement used by the preset; the same seed reproduces the same layout, while a different seed creates another variation.

Analogy: Like recording a shuffle number so the same deck order can be recreated later.

Related documentation