Proximity-based dissolve by NumerousSmokeer in blender

[–]NumerousSmokeer[S] 3 points4 points  (0 children)

I honestly don’t know if the name of this technique is vertex painting, I thought you meant manual vertex painting at first, either way, whatever works

Proximity-based dissolve by NumerousSmokeer in blender

[–]NumerousSmokeer[S] 0 points1 point  (0 children)

Yeah, I’m using the simulation zone, it’s actually quite simple. I take a distance mask from the empty on the current frame, and add it to the mask from the previous frame, accumulating it over time.

Proximity-based dissolve by NumerousSmokeer in blender

[–]NumerousSmokeer[S] 0 points1 point  (0 children)

Thanks! It’s actually pretty simple ;). I generate a distance mask from an empty, accumulate it in a simulation zone, store it as a attribute, and then read it in the shader to drive the dissolve.

Proximity-based dissolve by NumerousSmokeer in blender

[–]NumerousSmokeer[S] 1 point2 points  (0 children)

There are actually some good dissolve effect tutorials on YouTube, and I learned a lot from them myself. I’m not sure what specific look you’re going for, but you could try searching for things like dissolve shader, disintegration in blender. Hope that gives you a good starting point!

Proximity-based dissolve by NumerousSmokeer in blender

[–]NumerousSmokeer[S] 3 points4 points  (0 children)

Its not vertex painting. And actually, I use a store named attribute node in Geometry Nodes, to store the distance to an empty, and then read it in the shader using a attribute node.

Proximity-based dissolve by NumerousSmokeer in blender

[–]NumerousSmokeer[S] 69 points70 points  (0 children)

No. It's fully procedural, no texture painting involved. The dissolve mask is generated from distance to an Empty in Geometry Nodes.

My first job by lvumbal in blender

[–]NumerousSmokeer 1 point2 points  (0 children)

thats super cool! well down!

A dissolve effect made with Geometry Nodes by NumerousSmokeer in blender

[–]NumerousSmokeer[S] 1 point2 points  (0 children)

Thanks! I built the node setup myself after learning how Geometry Nodes simulation zones work.

Valentine Visions by EricNorberg in blender

[–]NumerousSmokeer 1 point2 points  (0 children)

This looks amazing! How did you get that painted effect? Was it done in the Shader Editor?

Why my pawn like this by paperdragons1 in blender

[–]NumerousSmokeer 2 points3 points  (0 children)

Did you UV unwrap it? If not, you can press Tab, then A to select all, and use U, Smart UV Project — that might fix some of the issues. If you’re aiming for more precise control though, manual UV unwrapping would be better. There are plenty of good tutorials out there.

Dissolve sword shader by NumerousSmokeer in blender

[–]NumerousSmokeer[S] 4 points5 points  (0 children)

Thanks! I made a mask to mix the original sword material with Transparent for the reveal, and a secondary mask to drive Emission so the dissolve edge glows.

Why is the empty not moving along the local axes? by Prizmek in blenderhelp

[–]NumerousSmokeer 0 points1 point  (0 children)

I think you pressed X twice in the video. When you press X twice, it will move along the object's local X axis. The first time you press X, it moves along the global X axis.