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Version: 10.0

Dissolve

The Dissolve module provides features for transitioning between a base appearance and a modified appearance in an aesthetically pleasing way. It can be used to transition from one base texture to another, or from the base color to a transparent appearance.

Example of the Center Out Dissolve being animated back and forth.

Dissolve Type

  • Type: Dropdown, Options: Basic/Point to Point/Spherical/Center Out

Defines the mode Dissolve shall operate as. This will define what settings appear for the type.

Dissolve Alpha

  • Type: Float, Range: 0.0 - 1.0

Defines the main state of the Dissolve effect. 0.0 is the initial state, while 1.0 is fully Dissolved.

tip

Animate this property to control the Dissolve state at runtime.

Softness

  • Type: Float, Range: 0.0 - 1.0

This slider will soften the Dissolve Alpha to a certain extent, which can have a slight "blur" effect.

Debug Gradient

  • Type: Toggle

If enabled, will override the Dissolve with a gradient and draws a line that shows you the exact position of the Dissolve Alpha's value during the animation. Use this to help debug positioning errors, if any.

Gradient Options (Basic)

Basic Gradient Dissolve, which uses a linear gradient texture. Notice the seams due to poor UVs on this object.

Dissolve Gradient

  • Type: Linear Texture (sRGB = Off)

Select a Linear gradient to use for the Basic Dissolve effect.

Point to Point Options

Point to Point dissolve effect, which transitions between a defined Local/World position on the X, Y, and Z axis. In this case, from bottom to top.

Space

  • Type: Dropdown, Options: Local/World/Vertex Colors/UV

Sets which coordinate basis to use for Point to Point Dissolve.

UV

  • Type: Dropdown, Options: UV0/UV1/UV2/UV3
    • Conditional: Requires Space set to UV.

Sets which UV to use for Point to Point, if your model has a UV for the Dissolve to follow.

Start Point

  • Type: Float3
    • Default: X = 0, Y = -1, Z = 0

The 3D Point to start the dissolve at. For avatars, this should be set far enough away that changes in skinning (sticking arms/legs out) don't cause the dissolve to unintentionally trigger.

End Point

  • Type: Float3
    • Default: X = 0, Y = 1, Z = 0

The 3D Point to end the dissolve at. For avatars, this should be set far enough away that changes in skinning (sticking arms/legs out) don't cause the dissolve to unintentionally trigger.

Spherical

Spherical dissolve effect, which uses a theoretical sphere as it's pivot for the transition.

Center Point

  • Type: Float3
    • Default: X = 0, Y = 0, Z = 0

The 3D Point to start the Spherical Dissolve at. By default, this will be the direct-center of the Root Transform.

Radius

  • Type: Float

Determines the size of the Spherical Dissolve.

Invert

  • Type: Toggle

Inverts the Spherical Dissolve to implode instead of expand from the center.

Center Out

Center Out dissolve effect, which uses the Camera to transition from the center of the screen.

Mode

  • Type: Dropdown, Options: View Direction/Custom Direction/Light Direction
    • Default: View Direction

Sets how the Dissolve will behave with Center Out.

  • View Direction: Will use the Camera's POV to determine the Center Out direction.
  • Custom Direction: Defines a custom direction to use for the Center Out.
  • Light Direction: Uses the direction of Light to use as the Center Out direction.

Direction

  • Type: Float3
    • Conditional: Requires Mode set to Custom Direction

Chooses the Custom Direction of the Center Out on the Local X, Y, and Z axis.

Invert

  • Type: Toggle

Inverts the direction of the Center Out to implode instead of expand for the Dissolve.

Pixel Normals

  • Type: Float, Range: 0.0 - 1.0

Uses the Pixel Normals on the Dissolve.

Linear

  • Type: Toggle

If enabled, will Dissolve Center Out linearly.

Dissolved

This area controls the overall behavior of the fully dissolved effect.

Alpha Only

  • Type: Toggle

If enabled, this will change the properties that are shown below. Alpha Only will assume priority over the Alpha rather than the Dissolve Color or Texture when fully Dissolved.

Color

  • Type: Color
    • Conditional: Requires Alpha Only to be disabled.

Sets the Color to use on the fully dissolved area.

Texture

  • Type: Color Texture (sRGB = On)
    • Conditional: Requires Alpha Only to be disabled.

Sets a Texture to use on the fully dissolved area.

If left empty, Dissolved Color will be used.

Emission

  • Type: Float, Range: 0.0 - 20.0
    • Conditional: Requires Alpha Only to be disabled.

Hue Shift

  • Type: Toggle
    • Conditional: Requires Alpha Only to be disabled.

Enables/Disables hue shifting features for dissolved color. Unlike most sections, this toggle can be animated.

Color Space

  • Type: Dropdown, Options: OKLab/HSV
    • Conditional: Requires Hue Shift to be enabled.

Choice of Color Space to use for the Hue Shift. By default, it will be set to OKLab.

Learn about the difference of Color Spaces as documented in Color Adjust.

Mode

  • Type: Dropdown, Options: Hue Select/Hue Shift
    • Default: Hue Shift
    • Conditional: Requires Hue Shift to be enabled.

Shift

  • Type: Float, Range: 0.0 - 1.0
    • Conditional: Requires Hue Shift to be enabled.

Fixed amount to shift the hue for the dissolved state only.

Speed

  • Type: Float
    • Conditional: Requires Hue Shift to be enabled.

Speed of the hue shift cycling for the dissolved state only. For reference, a speed of 1 corresponds to a full cycle of the hue shift every 20 seconds.

Alpha Ramp

  • Type: Vector Curve
    • Default: X = 1, Y = 0, Z = 0, W = 1
    • Conditional: Requires Alpha Only to be enabled.

Vector curve ramp that can optionally fine tune the Alpha on the fully dissolved effect.

Gradient Noise

  • Type: Toggle

Enables the Noise modifier to the dissolve edge. The intensity is controlled by the Strength in this area. You can use a noise texture to create a more detailed edge, or use a pattern for a specific effect.

Using a noise texture (example here being a square grid) to use a pattern with the edge of the transition.

Mode

  • Type: Dropdown, Options: Texture/3D Dot Noise

Choice of which source to use for the Gradient Noise. By default, a Texture noise is required for the effect.

  • Texture: Uses a noise texture map to use for the effect.
  • 3D Dot Noise: Generates a grid to use for the effect.

Scale

  • Type: Vector
    • Conditional: Requires Gradient Noise Mode set to 3D Dot Noise

Adjusts the overall scale of the generated 3D Dot Noise.

Offset

  • Type: Vector
    • Conditional: Requires Gradient Noise Mode set to 3D Dot Noise

Configures a pivot offset of the generated 3D Dot Noise.

Speed

  • Type: Vector
    • Conditional: Requires Gradient Noise Mode set to 3D Dot Noise

Sets a continuously-animated speed value of the 3D Dot Noise.

Strength

  • Type: Float, Range: 0.0 - 1.0

Controls how much the dissolve detail strength influences the edge. At high values, this may lead to "flashing" as the dissolve transitions in and out.

Edge Only

  • Type: Float, Range: 0.0 - 1.0

Controls how much the Gradient Noise should only affect the Edge of the dissolve.

Edge Line

  • Type: Toggle

Enables options to configure a custom colored edge to be used for the effect.

Demonstration of a basic Edge Line using two colors. This can also be blended with the Gradient Noise.

Color 1

  • Type: Color

Configures the primary color to use for the Edge Line.

Gradient

  • Type: Toggle

If enabled, exposes additional properties that allows the dissolve edge to have a colored gradient. This will apply across the range of the edge.

Color 2

  • Type: Color
    • Conditional: Requires Gradient to be enabled

Configures the first gradient color to use for the Edge Line.

Color 3

  • Type: Color
    • Conditional: Requires Gradient to be enabled

Configures the second gradient color to use for the Edge Line.

Border 1

  • Type: Float, Range: 0.0 - 1.0
    • Conditional: Requires Gradient to be enabled

Sets the location and intensity of the edge borders for the primary gradient.

Border 2

  • Type: Float, Range: 0.0 - 1.0
    • Conditional: Requires Gradient to be enabled

Sets the location and intensity of the edge borders for the secondary gradient.

Blur 1

  • Type: Float, Range: 0.0 - 1.0
    • Conditional: Requires Gradient to be enabled

Blurs the edge of the primary gradient.

Blur 2

  • Type: Float, Range: 0.0 - 1.0
    • Conditional: Requires Gradient to be enabled

Blurs the edge of the secondary gradient.

Width

  • Type: Float, Range: 0.0 - 0.5

Configures how wide the edge should appear.

Emission

  • Type: Float, Range: 0.0 - 20.0

Applies how much Emission the Edge should produce. Values above 1 generally produce a glow in worlds with bloom.

Flip Side

  • Type: Toggle

This checkbox, if enabled, will essentially "flip" the edge line.

Wave Mode

  • Type: Toggle

Enables the ability to have the dissolved effect be bilaterial from the center of the dissolve gradient.

Basic Wave Mode enabled with a Gradient Noise being used.

Wave Width

  • Type: Float, Range: 0.0 - 1.0

Sets the total visible width of the wave.

Wave Bounds

  • Type: Dropdown, Options: Edge/Center/Loop

Sets the boundaries that the wave should only affect.

Continuous Dissolve

  • Type: Toggle

If enabled, will continuously animate the dissolve up and down in a wave shape pattern defined below.

Example of a Continuous Dissolve being animated in a Sine wave pattern. This is also shown with Wave Mode enabled.

Wave Shape

  • Type: Dropdown, Options: Sine/Triangle/Sawtooth/Square

Sets the source wave effect for what the continuous dissolve should use in the animation.

Speed

  • Type: Float

Sets the speed of the dissolve. At a value of 1, the dissolve will complete a full cycle (from 0 to 1 to 0) in about 2 minutes (125.7 seconds).

SpeedCycle Time (s)1
1125.7
525.1
1012.6
206.3
502.5

Range

  • Type: Multislider, Range: 0.0 - 1.0

Sets the clamped range for the continuous dissolve animation.

Phase

  • Type: Float, Range: 0.0 - 1.0

Sets which phase from the Wave Shape it should use.

Blend

  • Type: Dropdown, Options: Replace/Add/Multiply

Configures which blending modifier the Continuous Dissolve should use.

Vertex Height

  • Type: Toggle

Enables the ability to manipulate the vertices of the mesh with the dissolve.

Basic (somewhat ugly) demonstration of Vertex Height being used with a Gradient Noise.

Height

  • Type: Float

Sets how far the vertices should be moved with the dissolve.

Offset

  • Type: Float, Range: -1.0 - 1.0

Fixes an offset of the Vertex Height.

Easing

  • Type: Dropdown, Options: Smoothstep/Linear/Ease Out/Ease In

Sets how the vertex height transition should ease in/out.

Direction

  • Type: Vector

Sets a direction on the X, Y, and Z axis that the Vertex Height should travel.

Direction Space

  • Type: Dropdown, Options: Local/World

Which axis to use for the Direction, which can be either Local or World.

Direction Blend

  • Type: Float, Range: 0.0 - 1.0

How much to blend with the Direction.

Dot Mask

  • Type: Float, Range: 0.0 - 1.0

Sets how much Dot Mask to use.

Continue Past Peak

  • Type: Toggle

If enabled, the Vertex Height will continue to "inflate" past the set height after it's been dissolved.

Masking

Mask

  • Type: Data Texture (sRGB = Off)

A black and white (single channel) mask that controls where to apply the dissolve. Black will have no effect, while white will have 100% of the effect. Values in between will vary the strength of the dissolve effect.

Vertex Color

  • Type: Dropdown, Options: Off/Red/Green/Blue/Alpha

Uses the selected channel of the mesh's vertex colors to mask the dissolve effect.

Global Mask

  • Type: Dropdown, Options: Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A

Select which Global Mask to use as the Dissolve Mask instead.

Output Dissolved

  • Type: Dropdown, Options: Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A

This allows you to select which Global Mask to affect when it is fully dissolved.

Output Undissolved

  • Type: Dropdown, Options: Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A

This allows you to select which Global Mask to affect when it is NOT dissolved.

  • Type: Toggle

Enables Audio Link to control Dissolve.

info

The settings in this section will only be visible when Audio Link is activated on the Material.

Alpha Band

  • Type: Dropdown, Options: Bass/Low Mid/High Mid/Treble/Volume

Selection for which audio band should control the Dissolve's Alpha Mod.

Alpha Mod

  • Type: Vector

Set the Min and Max values to apply when the audio band is audible or not.

ChannelFunction
MinAmount Added or Subtracted from the Dissolve Alpha with no audio
MaxAmount Added or Subtracted from the Dissolve Alpha with max audio

Detail Band

  • Type: Dropdown, Options: Bass/Low Mid/High Mid/Treble/Volume

Selection for which audio band should control the Dissolve's Detail Strength.

Detail Mod

  • Type: Vector
ChannelFunction
MinAmount Added or Subtracted from the Dissolve Detail Strength with no audio
MaxAmount Added or Subtracted from the Dissolve Detail Strength with max audio

Alpha Chrono Motion Type

  • Type: Dropdown

Which motion type to use for the Chrono Alpha. Chronotensity is an Audio Link feature that allows time-dependent features, which shaders alone cannot do. In this case, chronotensity is used to create a time-dependent rotation of the Dissolve Alpha.

Alpha Chrono Motion Options
  • Motion Increases as intensity of the band increases
  • Above but Smooth
  • Motion moves back and forth as a function of intensity
  • Above but Smoooth
  • Fixed Speed Increase when the band is dark Stationary when light
  • Above but Smooooth
  • Fixed Speed Increase when the band is dark Fixed speed decrease when light

Alpha Chrono Band

  • Type: Dropdown, Options: Bass/Low Mid/High Mid/Treble/Volume

Which band to use for the Chrono Motion.

Alpha Chrono Speed

  • Type: Float

Sets the speed and intensity of the Chrono Alpha.

UV Tile Dissolve

  • Type: Toggle

Allows an alternative way to use UV Tile Discard with the use of Dissolve's effects instead.

If you prefer to use UV Tile Discard in a way that allows a sleek animation transition, this is the section to do it.

Refer to UV Tile Discard Documentation

All the sliders listed for each UDIM target will reflect the same locations as described in UV Tile Discard. Please refer to the documentation page to see what they are.

Each Slider will independently treat it as a Dissolve Alpha for the described Column, with the addition of the target UDIM location being discarded at max value.

UV

  • Type: Dropdown, Options: UV0/UV1/UV2/UV3

Choice of which UV to use for the Tile Dissolve.

Discard at Max

  • Type: Toggle
    • Default: On

Enforces the Dissolve Tiles to be discarded once a UV Tile Dissolve reaches 1 on the slider. This is recommended to keep enabled for the most common setups.

Row X

Col Y

  • Type: Float, Range: -1.0 - 1.0

This property will appear for each Column for UV Tile Dissolve.

Refer to the table reference matching the same positions as described in UV Tile Discard for the UDIM targets these control.

Footnotes

  1. Exact Equation: cycletime(s)=(2pi20)/(speed)cycle time (s) = (2*pi * 20)/(speed) where speed is the Continuous Dissolve Speed