Disintegration effect for EEVEE

Hello,

I followed this great tutorial here…link

I made a modification that somebody in the comments suggested to make this effect work in EEVEE, and it does. However, when applying the material, the gradient ramp no longer works as it does for Cycles. What would that fix be for EEVEE?

• See Scene.002 in the file below
• The geo node group is set up for both Cycles and EEVEE

disintegration-effect.blend (2.9 MB)

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Cool. I’ll have to try it out. Thank you.

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Hi Pottsie,

because you are instancing some UV spheres on that points we first have to capture the radius from the points and then store that attribute on to the instances:


And then in the shader editor, you want to change the type of the attribute to Instancer

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Ah yes, I figured that change in the shader editor had something to do with it. But wasn’t sure what to modify in the geo node editor. Thank you!

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@Zebrahead - Sorry, I spoke too soon. I made those edits, but I still seem to have trouble with the gradient effect. I’m on 3.6 by the way.

The problem lies in the shader setup.

In your simulation you are startin with a Point Radius of 0.08 and subtract 0.002 from it on every frame until it reaches a certain threshold:


In your shader setup you are multiplying the radius by 100.0. Let’s say we multiply 0.08 by 100.0 → we get 8.0 as a result. The problem now is, that the Color Ramp clamps the incomming Fac to a value from 0.0 to 1.0. So everything greater than 1.0 just becomes 1.0 and will be red. Instead of the Math - Multiply node we could use a Map Range node to remap our values into that range like so:

Hope that helps!

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You’ve been so helpful! I really appreciate it!

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