I’m surprised by all the interest in the crack effect. It is basically a lot of boring work in modeler and then some dynamics.
First I built the crack by starting with a 200 foot long box divided into a lot of sections. Then I pulled points around until it looks descent. Next I added some points and moved tose around to break up any looks of a bunch of squares.
Above the crack there is a secondary breaking of some hanging areas. I made polys of those areas and then one by one, used crackit on them. I get rid of all but the top polys, merge, unweld, and extrude for less poly count.
There is an area below the crack in the shape of a large half circle that will break away. I built big poly chunks, maybe 50 or so, and then did the same thing with crackit to them. C4 will not work as well because it makes too many trianles and the poly count is insane. All these sections were reduced down to 3 layers.
The rest of the static landscape was built, including a layer below the break-away sections.
For dynamics, a couple collision events control the main crack. Another fires off the extra parts above the crack. and a few more break up the parts below.