I'm using blender 2.77 fracture version.
1 Answer
I have been checking your blend and it looks like the normals of the fractured object just point inwards instead of outwards (Recalculate Normal -> then it should work again, and of course re-execute Fracture)
I also took the liberty to tweak your blend a bit. As the rock texture was not packed, i just put the bottle texture onto the fractured object as well, just for demonstration. For example I used triggers and constraints, and reduced the displacement a bit, because the displacement "happens" after the physics and the more displacement you have, the more unnatural the shards will behave.
Edit: to have an "inside" actually, you need a solidify modifier on top and a Fracture Modifier below it, and need to refracture. The "inside" of the solidified object counts as "outside" too and will have the same material as the "real" outside of the cube. Additionally you could set an "inner material" on the Fracture Modifier and refracture. This will be applied to the inner shard faces.
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$\begingroup$ not really what I mean, I need the whole cube to be textured not just one side I need it to look like rock outside, inside, edges of shards. As I appreciate the tweak my question was about the texture. $\endgroup$ Apr 12, 2016 at 17:58
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$\begingroup$ Duh I figured it out just had to add outside and inside uv mapping with two materials. $\endgroup$ Apr 12, 2016 at 18:48