I've long liked/hated solid shatter. It sucks, but it does a better job than you can by hand. For those of us with out blast code, here's a way to make solid shatter work much faster and more stable... and more powerful (because you can now shatter at numbers around 100+ with no problem, before it just crashes on higher numbers, as you probably know)
Ok so what's the main thing wrong with it? It's cutting plane is too high resolution and it's triangulated, so working with it quickly becomes a pain. I would work it in to have the resolution of that plane in the shatter window, but I've not had the time. So here's how you can fix it quick and dirty.
Solid shatter is one mel script for the function, the window and some other global procs are elsewhere.
Find and open solidShatter.mel you can find it by puting this in the command line-> whatIs solidShatter;
on line 144 you should see:
polyTriangulate -ch 0 ($plane[0]+".f[0:"+($faceCount[0]-1)+"]");
comment that out, I know you don't need an example of that...
//polyTriangulate -ch 0 ($plane[0]+".f[0:"+($faceCount[0]-1)+"]");
on line 956 you should see:
int $resolution[3] = { 40, 40, 50 };
change that to
int $resolution[3] = { 10, 10, 10 };
I've tried 20, 20 ,20 and that works too but you can't shatter quite as many at one time, 100 crashed on my comp... Whatever, anyway that is where it is, also note that the edge "jaggyness" won't have as many newances and details, but I'd rather have quantity and better made geometry than that crack's detail. So I'm still messing around but I'm very happy that it actually works, and is SO much more stable. You can play with that and find maybe a better setting you like. If someone gets it working in the shatter effects window I'm interested in it. Otherwise when I get around to it I'll post a how to. It looks firly annoying since you have to change the whole solidShatter proc to do it, since that window only calls the proc. Ok enjoy,