Deborah R. Fowler

Particle Example — Disintegration

Posted Sept 23 2018 Updated Apr 26 2026 - restyled

Two popular methods for achieving a disintegration effect are:

Below is the method described for attribute transfer. Click the above link for the pyro source spread method.

Method: Attribute Transfer

Particle disintegration, rendered in Redshift.

Particle Disintegrate

The method used to create the disintegration is described below. First, the sphere is "disintegrated" by taking another object — in this case a box — that has had noise applied (mountain), and is animated through the sphere. A color is being transferred for later use as input to a particle system.

Step 1

The sphere is shown below and the box object that is animated is shown to its right as separate animations.

Boolean Box Object

This helps visualize what is happening. In fact, we are simply transferring color onto the sphere, but it is difficult to see as shown below. This boolean'd object will be combined with the particles to give the illusion of disintegration or melting.

Step 2 Color Transfer Step 3 Parameters

That Cd data is then used to scatter points onto the sphere.

Step 3 Particle Scatter

These points are then fed into a pop network (note that this is simply a dops node).

POP Sim

By combining this with the object that has been "boolean'd" you can create the effect of disintegration or melting. Melting is achieved by surfacing the particles using the particle fluid surface node. Note that the popnet results are imported out of the sim with a dopimport. This is good practice as you want to be able to apply materials and fetch only the particle points. The burgundy colored node is a rop node — to save time we will use this so the sim does not have to be run each time for the next step, which is to morph the object into another.

Step 4

The results with particles (bypass particleFluidSurface node) and with surfacing are shown below:

Step 5 POP Sim and Boolean POP Sim Boolean Fluid
Adding Color from a Texture

Adding color from your texture can be achieved using an attribute transfer and attribute from map node.

Transfer Color From Texture
Now that disintegration is explained, next is morphing →