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Dissolve teleport effect documentation

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Overview

  • Dissolve on X, Y or Z
  • Choose if you want to generate glow on dissolve or not
  • Control displacement and dissolve quantity
  • Customize the noise pattern
  • Choose the dissolve direction
  • Control the effect with timelines (or any kind of scalar parameter control)
  • Define the pivot offset (any kind of mesh can be used)
  • Contain a demo scene as well as a showroom
  • Works with every kind of mesh
  • Super-easy to migrate to your project: Migrate the material function and you are good to go!

Important/Additional Notes: Those material functions override the opacity mask values

How it works?

This asset use material functions to create :
- Emissive noise
- Vertex deformation and gradient opacity

A material function is a custom node with many inputs and a single output.
Your material has to use material attributes and a blend mode set to masked.

It’s based on 3 material functions (dissolve X,Y,Z or -X,-Y,-Z) with default values for each input so you don’t have to plug them all to see it working.
This asset use material functions to create :

  • Base Material Attributes : Your material (mandatory)
  • Invert dissolve : Should it dissolve towards X/Y/Z or -X/-Y/-Z?
  • Glow on dissolve : Should it generate glow on dissolve?
  • Dissolve Amount
  • Displacement Amount
  • Transition : 0=invisible    =>   0.5=Half dissolved    =>    1=Visible
  • Pivot offset : The dissolve effect is based on the pivot of your mesh, adjust the pivot offset if needed.
  • Noise tiling : Only useful if the override noise boolean is set to false
  • Glow pattern control : Manage the emissive noise
  • Override noise : Would you like to override the procedural noise? Override noise tiling / Override noise texture

How to manage the effect?

You can use any kind of float manipulator on the material scalar parameter.
The easiest way is probably a timeline with two outputs.
You have to synchronise the “Transition” and the “Glow pattern control” (if “GlowOnDissolve”=True) scalar parameters.
The node “Set scalar Parameter value on Materials” need the EXACT name of the scalar parameter (case sensitive).

How to migrate in my project

Migrate the material functions :
MF_NoiseGenerator
MF_DissolveTeleportX
MF_DissolveTeleportY
MF_DissolveTeleportZ
The material functions will be automatically available for search in your material editor.

How to add in my material?

Thanks FuzzyTom :-)

Troubleshooting: Residues

Residues remain after complete dissolution
Those material functions takes as inputs the object pivot as well as the object boundaries.
The dissolve effect is relative to the pivot of the object so you have to manage the “pivot X/Y/Z offset” parameter to match your wills.

Troubleshooting: Artifact

The dissolution is weird:
The dissolve effect is relative to the pivot rotation in the world, so you have to change the current dissolve effect (Z in this example) for another one (X in this example).

Check out my other products!

Check out my other products!