Nodes · Blacksmith
BS_Disintegrate
Blacksmithv4coreNeeds full input
Overview
One infection-time field drives every stage, so the body, the chunks, the dust, the glow and the reveal cannot disagree about when a pixel goes. Wire the plate and a subject alpha, set a start and a duration, and pick how the front travels.
How to
- Wire
inandmatte; wirebgtoo if you have a cleanplate. - Set
startandduration(or keyprogress). - Choose the front mode, then shape it with
raggednessandnoise_scale. - Turn on
smoke,embersorshimmeronly if the shot wants them — all three cost a sim.
Inputs
| Input | What it takes |
|---|---|
| in | the image this node works on |
| matte | the alpha that drives this node |
| elements | — |
| wind | — |
Outputs
| Output | Type |
|---|---|
| out | Image |
Parameters
| Parameter | Type | Default | What it does |
|---|---|---|---|
| ride_kiln | Float | 0.0 | FS-5: how hard the dust rides the wind input's motion layer (px/frame — a KilnRender with aov = full writes the gas's). Sampled at every fleck every frame and added to the wind target: 1 is the gas's own speed, 0 is off and the input is not read. Set with nothing wired, the node says so. |
| matte_source | Choice | auto | Which part of the matte input is the matte. auto: the alpha if it actually varies across the frame, otherwise the luminance. A video matte (a .mov of white-on-black) decodes with a flat alpha of 1 everywhere and the shape in RGB — read that alpha and the whole plate becomes the subject. Set alpha or luminance to pin it when you know which you have. autoalphaluminance |
| motion | Choice | hold | What a MOVING subject does under the wave. hold: the plate and matte freeze at start inside the node — no HoldFrame needed; the whole subject stops and dissolves. dynamic hold: each part freezes only when the front is lead frames from it, and the rest keeps moving until the wave reaches it — the head stops and crumbles while the feet still walk. live: nothing frozen; only right when a hold sits upstream or nothing moves. holddynamic holdlive |
| lead | Float | 6.0 | dynamic hold only: how many frames ahead of the front a part freezes. Enough to put the freeze inside the crumbling zone (4–10); more and the subject stops early, less and the seam between frozen and moving shows. |
| progress | Float | -1.0 | Hand control of how far the effect has got: 0 is untouched, 1 is completely gone. Leave it at -1 and Start + Duration drive it from the timeline instead, which is what you want most of the time. Set it to 0..1 (and key it) when the dissolve has to hit an exact beat, or when you want to hold it half-way to judge the look. |
| play | Choice | dissolve | Which way the effect runs. dissolve: the subject comes apart from start over duration. form: the same effect BACKWARDS over the same frames — at start the subject is gone and the cloud is at its fullest, by start + duration it is intact; the frames before start show the cloud drifting in. It is a time remap of the deterministic solve, so it is exact on a bake; live, every frame re-walks its sim window. Needs motion = hold. A keyed progress overrides it. dissolveform |
| start | Float | 1.0 | The frame the dissolve begins. Nothing happens before it. Put it a few frames before the moment you care about — the first frames are subtle and they are what make the effect look like it started rather than switched on. |
| duration | Float | 48.0 | How many frames the subject takes to go completely. Short (12-24) reads as violent, long (60-100) as an ebbing away. Everything else in the node is timed off this, so change it first and re-judge, rather than compensating in the other knobs. |
| directional | Float | 1.0 | How much of the dissolve travels across the subject like a wave, rather than starting everywhere at once. 1 is a clean sweep (the Thanos look); 0 lets the other front modes decide where it starts. Mix it with Blotch or Spread for a wave that is also patchy. |
| direction | Float | 0.0 | Which way the wave travels: aim the dial where the sweep should GO on screen (0 sweeps left to right, 90 sweeps down the frame, -90 sweeps up). Point it away from the wind so dust blows off the front rather than back into it — that one relationship does more for believability than any other pair of knobs here. Handles override it. |
| use_start | Bool | false | Switches the START handle on. With only a start, the wave radiates outward from that point in every direction — the burn-from-a-spot look. Place it with the ▶ place start button, then drag the green handle in the viewer. |
| start_point | Float2 | [480.0, 540.0] | Where the effect begins, in pixels. Drag the green ▶ in the viewer rather than typing it. |
| use_end | Bool | false | Switches the END handle on. With only an end, that point is the LAST place to go — the far parts of the subject go first and it closes in. With a start too, the wave sweeps from one to the other, pinned so the start position is where it begins and the end position is where it finishes, whatever the direction knob says. |
| stop_at_end | Bool | false | Treat the end handle as a WALL instead of a finish line. Off, the end marks where the wave finishes and everything past it is eaten LAST -- nothing survives. On, material beyond the handle is never consumed at all, so the dissolve can stop half way through the subject and leave the rest standing. Needs one start and one end: with several handles there is no 'beyond', and the node says so. |
| end_point | Float2 | [1440.0, 540.0] | Where the effect finishes, in pixels. Drag the red ■ in the viewer. |
| extra_points | Text | More start and end points, placed in the viewer with + start / + end (drag them like the first pair; Alt+click removes one). Every start is where the effect begins, every end where it finishes: two starts and the wave radiates from both; a start at the stomach with ends at the head and the feet and it runs both ways at once. | |
| edge_in | Float | 0.0 | Eats inward from the silhouette, so the outline goes first and the middle survives longest. This is the one for a figure fraying at the edges. Combine a little of it with a directional sweep and the wave arrives with soft, chewed edges instead of a straight line. |
| core_out | Float | 0.0 | The opposite: starts in the middle of the shape and grows outward, so a hole opens and widens. Good for something burning through from the inside, or an impact point. |
| blotch | Float | 0.0 | Patches that appear all over the subject at once and grow, like paper catching in several places. Raise it for rot, mould and corrosion; keep it low when you want one clean front. |
| spread_rate | Float | 0.0 | Infection: pixels catch the dissolve from the pixels next to them, so it flows AROUND the shape instead of straight across it — down an arm and back up, which a directional sweep cannot. The number is roughly how many PIXELS the front creeps per frame, so a 500 px subject wants around 10 to cross in ~50 frames. While it is on, duration no longer sets the timing (the rate does); stop_at_end holds — the infection will not cross the wall. Costs more the higher it goes, and the front cannot be cached. If what you want is the wave travelling THROUGH the shape on duration's clock, use flow instead: same path, no rate to guess, and it caches. |
| flow | Float | 0.0 | How much the wave travels THROUGH the shape instead of straight across it: 0 is the straight sweep between the handles, 1 measures the distance inside the matte — down a finger, into the palm, around a bend — so parts joined only through the body go in the order the body connects them. It runs on duration's clock like every other front term (the farthest point through the body goes at start + duration), it is static so it caches and bakes like the rest, and stop_at_end becomes a wall along the body: whatever lies beyond the end handle THROUGH the shape is never consumed. Blend it (0.3–0.6) to bend a straight sweep around the anatomy without giving up its direction. |
| raggedness | Float | 0.25 | How uneven the front is. 0 is a mathematically straight edge and reads as a wipe; 0.3 is a natural torn edge; past 0.6 the front breaks into fingers and islands. If the effect looks like a transition rather than a disintegration, this is usually the knob. |
| noise_scale | Float | 64.0 | The size of that unevenness, in pixels. Small values give a fine crumbling edge, large values give big lobes and bites. Set it against the size of your subject on screen, not against the frame: a head-and-shoulders shot wants a much smaller number than a wide. |
| detail | Int | 3 | How many octaves of noise shape the front (1-6). More adds fine crumbs on top of the big shapes. Two or three is usually enough; the extra levels cost time and are rarely visible once the dust is on. |
| seed | Int | 1 | Changes the pattern without changing anything else. If the front happens to break exactly across a face or a logo, nudge this rather than re-tuning the shape knobs. |
| edge_width | Float | 6.0 | The width of the live band — the burning zone that follows the front. Everything is born here: dust, smoke, embers, and the glow. Wide bands read as a slow burn with a lot of material in the air; narrow bands read as something snapping apart cleanly. |
| smear | Float | 0.15 | Streaks the body slightly along the wind just BEFORE it lets go, so material looks like it is being pulled away rather than switching off. A little (0.2-0.4) sells the handover from solid to dust; too much reads as a motion-blur mistake. 0 leaves the body untouched. |
| chunks | Float | 1.0 | How much of the body leaves as FLAKES — pieces that let go whole, float off on the wind and crumble into dust from their rims — rather than going straight to dust at the edge. 0 is all dust; 0.3 is a third of the pieces flaking; 1 is everything. The state between body and dust: without it the edge just tears. |
| chunk_size | Float | 24.0 | Roughly how big those pieces are, in pixels. Big pieces read as debris and rubble; small ones read as flakes and ash. Judge it at 100% zoom — chunks that are big on your screen may be invisible at delivery size. |
| chunk_lag | Float | 1.0 | How long a piece hangs on after the front reaches it, in frames. A little lag makes the break-up look reluctant, which is what real material does; zero makes everything leave the instant it is touched. |
| flake_life | Float | 30.0 | How many frames a flake takes to crumble from its rim to its core once it has let go. Short (12) and pieces burst; long (60) and they drift a long way before they go. |
| shed | Float | 0.25 | How much dust a flying flake trails from its rim per frame, on top of the pixels it actually loses — 0 is a clean piece, 0.25 a soft trail, 1 a comet. This is the dust AROUND the pieces. |
| wind | Float2 | [0.45, -0.2] | Which way, and how fast, material is carried once it has left the body — dust, chunks and smoke all ride it. Aim the dial where the material should go on screen; speed is in fractions of the frame HEIGHT per second (0.15 is a breeze, 0.5 crosses half the frame in a second), the same at HD and 4K. Point it away from where the effect is travelling, so material blows off the front rather than back into it. |
| tumble | Float | 0.06 | How much the flying pieces spin. Small amounts (around 0.05) read as natural; large amounts spin fast enough to strobe, which only helps for something violently exploded. |
| dust | Choice | drift | The direction language of the fine material, as a preset. off: no dust at all. drift: gentle up-angled wind with a lot of drag, the classic ashes-on-the-breeze look. crumble: gravity wins and it falls. ethereal: no gravity at all, pure swirl, for magic and energy. ink: soft charcoal puffs that rise and curl. powder: dense surface-hugging grain that keeps the plate's colour, meant to be lit. soot: the powder lineage charred near-black whatever the plate was, with a slight cool cast — pair it with shell, mist and smoke from dust. Pick the preset that matches the STORY, then adjust Rate. offdriftcrumbleetherealinkpowdersoot |
| elem_size | Float | 1.5 | Element chips: how big a stamped chip is against the procedural fleck size (1 = the same). |
| elem_mix | Float | 1.0 | Element chips: the fraction of dust particles that stamp a chip from the wired elements clip; the rest stay procedural specks. 1 = every particle a chip. |
| elem_cells | Int | 48 | Element chips: how many cells the elements clip is cut into for the chip bank. |
| dust_rate | Float | 1.0 | How much dust is born per band pixel each frame — density, in effect. Raise it until the air looks full, then back off a third: dust reads heavier over a moving plate than it does on a held frame. |
| char | Float | 1.0 | How far the flecks burn toward the dust style's ash colour as they fly. 1 is the style as designed (drift chars most of the way to grey, powder a third, soot almost fully). 0 keeps every fleck the colour of the pixel it left — skin stays skin, a red sleeve sheds red — for a dissolve that reads as the subject coming apart rather than burning. Above 1 pushes a pale style darker. The shell cover and the mist follow it. Under light_model = scene a thick cloud also shadows itself, and that — not the ash — is most of why a plume reads darker than the subject: bring extinction toward 0 alongside this for dust in the subject's own colours. |
| dust_budget | Int | 250000 | The cap on how many dust particles may exist at once (250,000 by default). It exists so a long dissolve cannot quietly become unrenderable. When the cap is reached the node THINS the newest births and says so in the status rather than dropping frames silently — a fan that looks sparse near its tail is usually this. Raise it, or lower Rate. |
| spread | Float | 1.0 | How wide the cone is that dust leaves the edge in — 0 all in the wind's line, 1 as designed, 2 fanning almost sideways. Widen it when the take-off reads as a jet. |
| depth | Float | 0.7 | How much the cloud reads as three-dimensional: 0 puts every fleck at one distance (flat, a screen of dots); 1 is a full near-to-far spread — near flecks big and quick, far ones small, faint and slow, drawn behind. Around 0.7 is right for most shots; turn it up when the cloud looks like a sticker. |
| dust_life | Float | 1.0 | How long a fleck lives, as a multiple of the style's own life (drift is about four seconds). Longer fills more of the frame with thin, far-travelled ash; shorter keeps the cloud close to the edge. |
| shell | Float | 0.0 | The soot shell: the share of consumed material that turns to fuzz IN PLACE, holding the silhouette for hold frames before it lifts off — both as flecks born at rest and as a continuous cover over everything the front has eaten, so a patch eaten fast never shows the plate behind it. 0 is the instant release the other looks have; 0.7 is the reference — the surface growing fur, then billowing away as one mass; 1 covers the eaten surface completely. |
| hold | Float | 12.0 | Frames a shelled fleck holds its pixel before it releases into the drift, jittered ±40% per fleck so the shell dissolves grain by grain rather than all at once. 10–20 at 24 fps. Only matters when shell is above 0. |
| mist | Float | 0.0 | A second, fine population — sub-pixel, short-lived, fading fast — born at the cloud's OUTER boundary where the density thins: the furry fringe at every silhouette. A rate multiplier on dust_rate; 0 is off, 1–1.5 is the reference. It shares the dust budget and the same thinning report. |
| turb1_on | Bool | true | Turbulence 1 on or off: the per-fleck swirl that opens a tight take-off into a fan. |
| turbulence | Float | 1.0 | How much the dust swirls on its way — 1 is the dust style as designed, 0 is straight lines, 2 is a gale in a stairwell. The swirl grows as a fleck ages, so a tight take-off still opens into a fan. |
| turb1_size | Float | 55.0 | Turbulence 1's swirl size in pixels. Small (20) is grit, large (200) is slow eddies. |
| turb1_speed | Float | 1.0 | How fast turbulence 1's swirls change shape over time, as a multiple of the style's rate. 0 freezes the pattern. |
| turb2_on | Bool | true | Turbulence 2 on or off: the breeze — one coherent swirl the size of the frame, so the whole cloud leans and recovers together. |
| turb2_amount | Float | 1.0 | How strong the breeze is, as a multiple of the style's. 0 leaves only the wind and turbulence 1. |
| turb2_size | Float | 0.0 | The breeze's swirl size in pixels; 0 means a third of the frame height, which is the breeze most shots want. |
| turb2_speed | Float | 1.0 | How fast the breeze changes, as a multiple of the style's rate. |
| buoyancy | Float | 0.0 | Lift, in frame-heights per second squared: positive and the dust rises (hot ash, 0.02–0.1), negative and it falls (sand, grit). |
| drag | Float | 1.0 | How quickly flecks give up their own speed and take the wind's, as a multiple of the style's. Higher settles them sooner; lower lets thrown material carry. |
| disturbance | Float | 0.0 | Random per-fleck kicks each frame — flutter, the way a leaf or a flake of ash never travels straight. 0.1–0.3 is alive; more is a blizzard. |
| hang | Float | 8.0 | Frames a fleck hovers where it was born before the wind takes it (turbulence still moves it). This is what keeps dust around the gap a piece just left — 0 and the cloud is a thin shell that leaves at once; 8 hugs the body; 20 lingers. |
| light | Float | 0.0 | A kick light on the dust and the flakes as they fly — 0 off, 1 a clear key, 2 hot. The body keeps the plate's own light; this lights only what has left it. Shaded like a lit cloud: the side toward the light brightens, the far side holds. |
| light_direction | Float | -135.0 | Where the light comes FROM, on screen: aim the dial at the light. −135 is upper-left (the sun on a plate lit from the left), −90 straight above. |
| light_elevation | Float | 35.0 | How far the light is toward the camera: 0 grazes across the cloud (rim on one side), 90 is from the camera (flat, everything lit). |
| light_color | Color | [1.0, 0.92, 0.8, 1.0] | The light's colour — warm for sun, cool for sky. Multiplies the lit side only. |
| light_wrap | Float | 0.3 | How far the light wraps round the cloud: 0 a hard terminator, 1 soft light from everywhere. |
| light_ambient | Float | 0.35 | How much the unlit side keeps: 0 goes black on the far side, 0.35 reads as shade, 1 no shading at all (light becomes a plain gain). |
| light_model | Choice | legacy | How the material is lit. legacy is the kick light above — a gain dialled onto the finished cloud. scene lights the shot instead: material still on the body keeps the PLATE's own light (the key, the soft terminator, the shading between the fingers), and material in the air becomes a lit volume — the light fades as it crosses the cloud, thin wisps glow when it comes from behind, the sky lights the top and the bounce the underside. legacyscene |
| sky_color | Color | [0.35, 0.4, 0.5, 1.0] | The light coming from ABOVE in scene — sky outdoors, ceiling bounce indoors. It lights the top of the cloud and is shut out where the cloud is thick above a point. Read it off upward-facing surfaces in the plate. |
| ground_color | Color | [0.18, 0.17, 0.14, 1.0] | The light coming from BELOW in scene — grass, sand, tarmac. It tints the underside of the cloud, and is usually darker and warmer (or greener) than the sky. |
| sky_amount | Float | 1.0 | How much sky and bounce there is against the key. 1 is the pair as set; lower for hard sun with black shadows, higher for overcast, where the dome does nearly all the lighting. |
| scatter | Float | 0.6 | How much the dust throws light FORWARD (0 scatters evenly, 0.6 is fine dust and smoke). It shows where the light is behind the cloud — set light_elevation negative — and then thin wisps light up while the thick parts stay dark. That silver edge is what makes backlit smoke read as volume. |
| extinction | Float | 0.6 | How thick the cloud is to light: how fast the key is used up crossing it. Higher buries the far side in shadow and deepens the core; 0 lets the light through as if nothing were there. |
| multi_scatter | Float | 0.6 | How much light bounces around INSIDE the cloud. 0 is single scattering, which crushes a dense core to black; 0.6 keeps it deep but soft, the way real dust and smoke look. |
| ml_count | Int | 0 | How many lights of the Relight rig light the cloud (0–8). 0 keeps the single kick light below exactly as it was. Add lights on the ground-plane widget above; they shade the dust, flakes and smoke from where they sit. |
| ml_weight | Float | 1.0 | A gain on every rig light at once — balance the rig against the kick light and the plate. |
| terminator | Float | 0.3 | How softly a rig light wraps around the cloud's lobes: 0 is a hard lambert terminator, 0.3 (the default) reads as a soft source, 1 lights every side evenly. |
| ml_selected | Int | 0 | Which rig slot the widget's knobs show (click a light). |
| actor_depth | Float | 0.5 | Where the cloud sits along the depth axis, in the same units as a light's depth — a light at 0.3 with the cloud at 0.5 sits in front of it and lights its face; behind it, only the rim. Drawn as the box on the widget. |
| depth_near | Float | 0.0 | The ground-plane widget's near edge, in depth units — the widget's range only. |
| depth_far | Float | 1.0 | The ground-plane widget's far edge, in depth units — the widget's range only. |
| show_grid | Bool | true | Draw the ground-plane widget's grid. |
| show_trails | Bool | true | Draw the selected light's keyed path over the surrounding 48 frames on the widget. |
| ml0_enable | Bool | true | This slot lights, or sits idle. A disabled slot keeps its knobs. |
| ml0_pos | Float2 | [672.0, 432.0] | Where the light sits on screen, in pixels (x from the left, y from the top). Drag it in the viewer, or on the ground-plane widget (Shift+drag for height). |
| ml0_depth | Float | 0.3 | How far from the camera the light sits, in the depth map's own units — smaller is nearer. A light at 0.3 sits in FRONT of a surface at 0.5 and lights it; behind it, it lights nothing that faces the camera. |
| ml0_intensity | Float | 2.0 | The light's brightness AT its falloff radius, scene-linear, times ml_weight — beyond the radius it falls off by falloff, inside it holds. |
| ml0_color | Color | [1.0, 1.0, 1.0, 1.0] | The light's colour. |
| ml0_falloff | Float | 2.0 | How the light fades with distance: 2 is inverse square (the physical law), lower reaches further, higher pools close to the source. |
| ml0_radius | Float | 200.0 | The distance in pixels at which the light is exactly intensity bright; inside it the light holds, beyond it falls off by falloff. Small is a bulb that burns a hot spot, large is a panel that lights evenly. |
| ml1_enable | Bool | false | This slot lights, or sits idle. A disabled slot keeps its knobs. |
| ml1_pos | Float2 | [1248.0, 432.0] | Where the light sits on screen, in pixels (x from the left, y from the top). Drag it in the viewer, or on the ground-plane widget (Shift+drag for height). |
| ml1_depth | Float | 0.3 | How far from the camera the light sits, in the depth map's own units — smaller is nearer. A light at 0.3 sits in FRONT of a surface at 0.5 and lights it; behind it, it lights nothing that faces the camera. |
| ml1_intensity | Float | 2.0 | The light's brightness AT its falloff radius, scene-linear, times ml_weight — beyond the radius it falls off by falloff, inside it holds. |
| ml1_color | Color | [1.0, 1.0, 1.0, 1.0] | The light's colour. |
| ml1_falloff | Float | 2.0 | How the light fades with distance: 2 is inverse square (the physical law), lower reaches further, higher pools close to the source. |
| ml1_radius | Float | 200.0 | The distance in pixels at which the light is exactly intensity bright; inside it the light holds, beyond it falls off by falloff. Small is a bulb that burns a hot spot, large is a panel that lights evenly. |
| ml2_enable | Bool | false | This slot lights, or sits idle. A disabled slot keeps its knobs. |
| ml2_pos | Float2 | [960.0, 270.0] | Where the light sits on screen, in pixels (x from the left, y from the top). Drag it in the viewer, or on the ground-plane widget (Shift+drag for height). |
| ml2_depth | Float | 0.3 | How far from the camera the light sits, in the depth map's own units — smaller is nearer. A light at 0.3 sits in FRONT of a surface at 0.5 and lights it; behind it, it lights nothing that faces the camera. |
| ml2_intensity | Float | 2.0 | The light's brightness AT its falloff radius, scene-linear, times ml_weight — beyond the radius it falls off by falloff, inside it holds. |
| ml2_color | Color | [1.0, 1.0, 1.0, 1.0] | The light's colour. |
| ml2_falloff | Float | 2.0 | How the light fades with distance: 2 is inverse square (the physical law), lower reaches further, higher pools close to the source. |
| ml2_radius | Float | 200.0 | The distance in pixels at which the light is exactly intensity bright; inside it the light holds, beyond it falls off by falloff. Small is a bulb that burns a hot spot, large is a panel that lights evenly. |
| ml3_enable | Bool | false | This slot lights, or sits idle. A disabled slot keeps its knobs. |
| ml3_pos | Float2 | [480.0, 648.0] | Where the light sits on screen, in pixels (x from the left, y from the top). Drag it in the viewer, or on the ground-plane widget (Shift+drag for height). |
| ml3_depth | Float | 0.3 | How far from the camera the light sits, in the depth map's own units — smaller is nearer. A light at 0.3 sits in FRONT of a surface at 0.5 and lights it; behind it, it lights nothing that faces the camera. |
| ml3_intensity | Float | 2.0 | The light's brightness AT its falloff radius, scene-linear, times ml_weight — beyond the radius it falls off by falloff, inside it holds. |
| ml3_color | Color | [1.0, 1.0, 1.0, 1.0] | The light's colour. |
| ml3_falloff | Float | 2.0 | How the light fades with distance: 2 is inverse square (the physical law), lower reaches further, higher pools close to the source. |
| ml3_radius | Float | 200.0 | The distance in pixels at which the light is exactly intensity bright; inside it the light holds, beyond it falls off by falloff. Small is a bulb that burns a hot spot, large is a panel that lights evenly. |
| ml4_enable | Bool | false | This slot lights, or sits idle. A disabled slot keeps its knobs. |
| ml4_pos | Float2 | [1440.0, 648.0] | Where the light sits on screen, in pixels (x from the left, y from the top). Drag it in the viewer, or on the ground-plane widget (Shift+drag for height). |
| ml4_depth | Float | 0.3 | How far from the camera the light sits, in the depth map's own units — smaller is nearer. A light at 0.3 sits in FRONT of a surface at 0.5 and lights it; behind it, it lights nothing that faces the camera. |
| ml4_intensity | Float | 2.0 | The light's brightness AT its falloff radius, scene-linear, times ml_weight — beyond the radius it falls off by falloff, inside it holds. |
| ml4_color | Color | [1.0, 1.0, 1.0, 1.0] | The light's colour. |
| ml4_falloff | Float | 2.0 | How the light fades with distance: 2 is inverse square (the physical law), lower reaches further, higher pools close to the source. |
| ml4_radius | Float | 200.0 | The distance in pixels at which the light is exactly intensity bright; inside it the light holds, beyond it falls off by falloff. Small is a bulb that burns a hot spot, large is a panel that lights evenly. |
| ml5_enable | Bool | false | This slot lights, or sits idle. A disabled slot keeps its knobs. |
| ml5_pos | Float2 | [960.0, 810.0] | Where the light sits on screen, in pixels (x from the left, y from the top). Drag it in the viewer, or on the ground-plane widget (Shift+drag for height). |
| ml5_depth | Float | 0.3 | How far from the camera the light sits, in the depth map's own units — smaller is nearer. A light at 0.3 sits in FRONT of a surface at 0.5 and lights it; behind it, it lights nothing that faces the camera. |
| ml5_intensity | Float | 2.0 | The light's brightness AT its falloff radius, scene-linear, times ml_weight — beyond the radius it falls off by falloff, inside it holds. |
| ml5_color | Color | [1.0, 1.0, 1.0, 1.0] | The light's colour. |
| ml5_falloff | Float | 2.0 | How the light fades with distance: 2 is inverse square (the physical law), lower reaches further, higher pools close to the source. |
| ml5_radius | Float | 200.0 | The distance in pixels at which the light is exactly intensity bright; inside it the light holds, beyond it falls off by falloff. Small is a bulb that burns a hot spot, large is a panel that lights evenly. |
| ml6_enable | Bool | false | This slot lights, or sits idle. A disabled slot keeps its knobs. |
| ml6_pos | Float2 | [288.0, 324.0] | Where the light sits on screen, in pixels (x from the left, y from the top). Drag it in the viewer, or on the ground-plane widget (Shift+drag for height). |
| ml6_depth | Float | 0.3 | How far from the camera the light sits, in the depth map's own units — smaller is nearer. A light at 0.3 sits in FRONT of a surface at 0.5 and lights it; behind it, it lights nothing that faces the camera. |
| ml6_intensity | Float | 2.0 | The light's brightness AT its falloff radius, scene-linear, times ml_weight — beyond the radius it falls off by falloff, inside it holds. |
| ml6_color | Color | [1.0, 1.0, 1.0, 1.0] | The light's colour. |
| ml6_falloff | Float | 2.0 | How the light fades with distance: 2 is inverse square (the physical law), lower reaches further, higher pools close to the source. |
| ml6_radius | Float | 200.0 | The distance in pixels at which the light is exactly intensity bright; inside it the light holds, beyond it falls off by falloff. Small is a bulb that burns a hot spot, large is a panel that lights evenly. |
| ml7_enable | Bool | false | This slot lights, or sits idle. A disabled slot keeps its knobs. |
| ml7_pos | Float2 | [1632.0, 324.0] | Where the light sits on screen, in pixels (x from the left, y from the top). Drag it in the viewer, or on the ground-plane widget (Shift+drag for height). |
| ml7_depth | Float | 0.3 | How far from the camera the light sits, in the depth map's own units — smaller is nearer. A light at 0.3 sits in FRONT of a surface at 0.5 and lights it; behind it, it lights nothing that faces the camera. |
| ml7_intensity | Float | 2.0 | The light's brightness AT its falloff radius, scene-linear, times ml_weight — beyond the radius it falls off by falloff, inside it holds. |
| ml7_color | Color | [1.0, 1.0, 1.0, 1.0] | The light's colour. |
| ml7_falloff | Float | 2.0 | How the light fades with distance: 2 is inverse square (the physical law), lower reaches further, higher pools close to the source. |
| ml7_radius | Float | 200.0 | The distance in pixels at which the light is exactly intensity bright; inside it the light holds, beyond it falls off by falloff. Small is a bulb that burns a hot spot, large is a panel that lights evenly. |
| glow | Float | 0.0 | Brightness of the hot rim on the leading edge of the front — a rim, not a fill. Off by default: ash, sand and stone do not glow. Push it for energy and fire looks (the Energy burst and Burn presets set it). It is added light, so it never cuts a hole in what is behind it. |
| glow_color | Color | [1.0, 0.55, 0.15, 1.0] | The colour the rim cools to. The instant a pixel is consumed it is near white; over the next few frames it falls to this colour. Orange for embers, blue or violet for energy. The white-hot core is automatic — you are choosing where it goes afterwards. |
| smoke | Float | 0.0 | Density of smoke born in the band. Off by default, because it is a simulation and it costs. Smoke drifts with the wind, rises, spreads and thins, and it takes the plate's own colour where it was born — so smoke off a red sleeve is red, which is what makes it look like the subject's smoke rather than fog. |
| smoke_source | Choice | band | Where the smoke is born. band: off the dissolving front, the classic separate smoke pass. dust: seeded from the dust cloud itself — wherever it is, as dense as it is, in the cloud's own colour — riding the dust's wind at full strength and composited with the grain by density: one medium, haze with grain embedded in it. The Soot look. banddust |
| smoke_rise | Float | 0.25 | How fast smoke lifts on its own heat, on top of the wind, in pixels per frame. Zero makes it hang in the air like dust; higher values make it climb and stretch. |
| smoke_dissipate | Float | 0.035 | How much of the smoke is lost every frame. Low values let it build into a thick column, high values keep it as a thin veil that never accumulates. If your smoke goes solid and grey, this is the knob. |
| smoke_turbulence | Float | 0.5 | How much the smoke's density swirls as it rises. 0 rises straight; 1 churns. |
| smoke_swirl | Float | 44.0 | The size of the smoke's swirl in pixels — small is a busy boil, large is one slow roll. |
| smoke_tone | Float | 1.0 | Brightness of the smoke relative to the plate colour it was born with: under 1 is soot, over 1 is steam. |
| smoke_sheer | Float | 0.0 | Shear the smoke sideways as it rises, like wind across a chimney — negative left, positive right. |
| smoke_wisp | Float | 0.0 | Break the smoke into wisps: 0 is one soft mass, 1 is thin strands. |
| crust | Float | 0.0 | The burnt-crust look in the dying band: a noise relief lit by the light dials and the body's texture displaced along it. 0 is off (bit-identical); 1 is a clear crust; 3 is cake. |
| crust_scale | Float | 9.0 | The crust's granule size in pixels at HD (scaled with the frame). |
| from_within | Float | 0.0 | Where the dust is born: 0 at the dissolving edge, 1 from deep inside the body, so it seems to come from within rather than off the surface. |
| bake_full | Bool | false | Set by ⚒ Analyze on its own graph copy: walk the FULL media-sim history into the bake. Live leaves it off and caps the walk for interactivity. Not a knob to set by hand. |
| embers | Float | 0.0 | Rate of sparse, long-lived sparks. They are added light with no coverage, so they never punch holes in the picture, and they outlive the dust — embers are the last thing alive after the body has gone. Keep the rate low; a shot full of them stops reading as sparks. |
| ember_flicker | Float | 0.6 | How much each ember winks in and out. Every ember has its own phase, so they flicker against each other rather than pulsing together. 0 is steady, 1 is fully winking out. |
| shimmer | Float | 0.0 | Heat distortion in the air above the band, in pixels of displacement. It refracts what is already there rather than blurring it, so the picture stays sharp and simply arrives from the wrong place. A little goes a very long way. |
| shimmer_scale | Float | 24.0 | The size of the shimmer's ripples, in pixels. Small for the tight boil right over a flame, large for the lazy waver of hot air further out. |
| render | Choice | dissolve | How the subject comes apart. dissolve is the full pipeline: the body erodes on the wave, flakes leave it, dust and smoke are born in the band. points is the trippy mode: every pixel of the subject becomes a point, the wave sets each one swirling as it fades, and overlap ADDS — where points crowd, the light sums to plasma. Under points the Body, Flakes, Dust and Media sims are not run; the points are the material. Glow still adds. dissolvepoints |
| point_size | Float | 1.5 | Splat diameter in pixels. 1 is a pixel-exact point; 2–4 reads as soft grain; big values smear points into a haze. A point carries the same light whatever its size — size spreads it, it does not brighten it. |
| point_life | Float | 40.0 | Frames from the wave consuming a pixel to its point being gone. Short and the cloud is a thin shell right behind the front; long and the whole subject hangs in the air as plasma. |
| point_scatter | Float | 60.0 | How far a point swings by the time it fades, in pixels. Displacement and fade share one clock: a point barely moves while it is bright and swirls widest as it goes. 0 and the subject fades in place. |
| point_scale | Float | 90.0 | Feature size of the swirl field in pixels: small is a fine sizzle, large is slow lobes the whole subject rides together. |
| point_evolve | Float | 1.0 | How fast the swirl field churns over time — the recursive turbulence of the reference dissolves. 0 freezes the field so every point follows a fixed path; 1 evolves it once every second or so; higher is frantic. |
| point_rise | Float | -0.4 | Vertical drift in pixels per frame of a point's age. Negative rises (embers, energy), positive sinks (sand, ash), 0 drifts on the swirl alone. |
| point_glow | Float | 1.0 | Gain on the light a flying point carries. Rest points are never scaled, so the intact subject keeps its brightness; above 1 the dissolving material glows hotter than the plate, and Glow on top makes it energy. |
| point_depth | Float | 0.0 | 0..1: how much a point's brightness acts as depth. Bright points read nearer and swing wider, dark ones sit back and move less — the parallax stand-in until a camera input exists. |
| view | Choice | result | What to look at. result is the effect; every other setting puts one stage in the picture so you can SEE what the solve is doing. matte is the alpha it was given — check this first when the result surprises you. front colours the subject by the wave: warm where it has already gone, cool where it is still to come, black outside the matte. band is the live edge everything is born on. The rest show the individual stages. resultmattefrontbandbodychunksdustglowpoints |
| status | Text | What the node has to tell you — the dust budget being hit, the sim cap being reached, or how much of the revealed background it had to guess rather than observe. Read it when something looks wrong before you start turning knobs. | |
| baked | Text | The analysis ⚒ Analyze wrote. While it is set, every frame is READ from that sequence instead of solved, which is what makes playback play. It clears itself the moment a solve knob moves, because an analysis that no longer describes the node is worse than none. | |
| baked_hash | Text | The knob state the analysis was solved from. Compared against the node every tick; when they differ the analysis is dropped and the panel says so. | |
| baked_range | Text | The frame range the analysis wrote (recorded by ⚒ Analyze). | |
| bake_dir | Text | Where ⚒ Analyze writes the frames. Empty writes beside the project. | |
| bake_label | Text | A label for the analysis, shown on the node while it plays from disk. | |
| hold_seq | Text | Set by ⚒ Analyze in its own copy of the node: under dynamic hold the analysis reads each frame's frozen state from the previous frame of this sequence, so every part freezes on exactly its own frame. Leave it empty. | |
| preview_frames | Int | 240 | How DENSE the live preview's dust is, out of 240: the full history is always simulated (the trail IS the history), but only this fraction of the particles are born while you shape the effect, so scrubbing stays quick. 80 is a third; 240 is every particle, which is what ⚒ Analyze uses. The look does not change with this — only how many specks there are. |
| disabled | Bool | false | Bypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back. |
| label | Text | A note shown under the node in the graph — what this node is FOR. Never affects the render or the cache. | |
| hide_input | Bool | false | Draw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap). |
Known edges
The media sims re-run from start each frame, capped at 240 frames and reported when capped. The subject alpha input is called matte, not mask: mask is the engine's universal mask-the-effect slot and would blend the result back toward the plate by the very alpha being dissolved.
Since
27 Aug 2026
See also
- The Blacksmith family — Tools that do a whole job instead of a whole operation.
- Disintegrate — How to take a subject apart on one clock.