Energy Construct

SkyVFX in Rendering


Energy Construct — Documentation

Install

Edit › Preferences › Get Extensions › ⌄ › Install from Disk… › pick energy_construct-1.1.1.zip (or drag the zip into the window). It enables itself.

Quick start (30 seconds)

  1. Select the mesh you want to conjure. (Optional: shift-select a ring, hand or empty to pour from.)
  2. Sidebar (N) › Construct tab › Create Construct › pick a preset.
  3. Click Glow Render Setup for a dark world + bloom.
  4. Press play. The construct builds from the current frame, holds, then dissolves.

Your original mesh is hidden, not changed. The construct is a new object named EC_ plus the mesh name (e.g. EC_Suzanne), with one Geometry Nodes modifier. Edit or animate the original and the construct follows.

Main panel

Control What it does
Target / Emitter / Source The mesh to build, the object energy pours from, and where grains come from: Air (condense nearby), Emitter, Burst (from the centre)
Add Emitter Adds an empty at the 3D cursor and pours from it
Start Here Moves the whole effect to start at the current frame
Preset / Palette Look presets / color sets (colors stay editable)
Build Style / Dissolve Style The mood of the build and of the ending; mix freely
Bake / Free Bake Cache every frame next to the .blend for fast renders; Free it to edit again
Color, Secondary, Front Main, accent and burn-front colors
Glow · Alive · Grain Count · Viewport Amount Brightness · master for idle motion · grains at render · fraction shown in the viewport

Sections

  • Timing: Start Frame, Build Duration, Travel Time, Dissolve on/off, Dissolve Frame / Duration, Dust Life, Lifecycle (One Shot / Endless Build / Endless Dissolve / Endless Flow) with Looping Share (fraction of grains that keep cycling) and Loop Length (frames per cycle). Turn Dissolve off for a loop that never ends.
  • Motion: Flow Type (Curl Grid / Curl / Noise), Motion Curve (+ custom curve), Ease In, Overshoot, Bounces, Travel / Curve Variation, Arc, Charge, Front Noise.
  • Layers: Hot Color + Heat, Impact Flash, Mist, Sustain (keep feeding energy into the held construct), Trails (taper, width/glow variation, head glow, breakup, wiggle), Liquid ribbons.
  • Image Card: settings used by Add Image Card.
  • Imperfection: Clumping, Thickness, Settle Tighten (crisp finish), Chunks.
  • Life & Wind: Alive, Wind, Gust, Flicker, Breath, Shed.
  • Formation: Build Pattern, Swirl, Snap, Turbulence, Strands, Air Spread / Direction, Build Flake, Vortex Mode (Column / Swirl) with Turns, Funnel and Lift.
  • Grains: Size, Variation, Streaks, Grain Shape pieces (Shards / Chunks / Custom + Grain Collection, Piece Size, Spin, Align to Velocity), Override Material, Shimmer, Write Velocity, Surface Hug, settled look.
  • Inner Energy: flowing light inside the body + inner sparks.
  • Dissolve Style: Pattern, Drift, Flake, Ash Color / Amount, Dust Weight, Size Drag, Turbulence, Amount, Scatter, Burst, Dust Vortex / Inflow / Vortex Object, Dissolve Mask (vertex group name: only painted areas dissolve).
  • Collision: Floor, Floor Height, Bounce, Friction, Keep Debris, Debris Glow. Pieces and dust land, skid and pile up; no cache needed.
  • Front Object (Formation): with Build / Dissolve Pattern = From Object, the front spreads out from this object.
  • Shell: glass body opacity, reveal lag/fade, edge lines.

All distances and sizes are relative to the object's size, so a preset looks the same on a ring-sized prop and on a building.

Image cards

Panel › Add Image Card › pick a PNG or JPG. A card with the image's aspect ratio is created at the 3D cursor, facing the camera, and a construct is built from it. Transparent pixels get no grains.

Rendering and speed

  • EEVEE: use Glow Render Setup (AgX + bloom). Cycles works too.
  • Motion blur works in Points mode (velocity is written). Switch Write Velocity off if you don't use motion blur (about 45 % faster).
  • Heavy shots: Bake first. A bake is disk-heavy (about 1 GB per 190 frames at 150k grains); Free it when you're done.
  • More grains = brighter: when you raise Grain Count, lower Glow or Grain Size.
  • Render farms / several machines: Bake first and render from the bake. Two separate Blender sessions can scatter a tiny fraction of the grains differently (about 0.05 %), so frames rendered on different machines without a bake may not match exactly.

Files it creates, and uninstalling

  • The only files it writes are bake caches, in an ec_bake folder next to your .blend (or Blender's temp folder for an unsaved file). Free Bake deletes them; you can also delete the folder.
  • Nothing else is written: no downloads, no network, no system changes. Constructs live inside your .blend file.
  • Uninstall: Edit › Preferences › Get Extensions › Energy Construct › Uninstall. Saved files keep their constructs (Geometry Nodes groups EC ...), they just lose the sidebar panel.

Known limits

  • Grains sit on the surface (no interior volume fill).
  • Curl Grid needs 5.0+; on 4.4 it falls back to per-grain curl automatically.
  • Experimental features (Energy Beam) are hidden: Preferences › Add-ons › Energy Construct › Experimental Features.

Changelog

1.1.1

  • Lifecycle (Timing): One Shot, Endless Build, Endless Dissolve, Endless Flow, with Looping Share and Loop Length. A share of the grains keeps pouring in and/or peeling off in a loop while the construct stays whole: idle loops, backgrounds, game VFX. Still scrubbable, no cache; Dissolve still ends the shot.
  • Every setting now has a tooltip.
  • Smaller download; constructs from 1.1.0 show the Upgrade button and keep their settings and keyframes.

1.1.0

  • Grain Shape: Shards, Chunks and Custom (objects from a collection) with Spin, Align to Velocity and Piece Size.
  • Collision: Floor, Bounce, Friction, Keep Debris (piles), Debris Glow. Closed form, scrubbable.
  • Dust forces: Burst, Dust Vortex + Vortex Inflow (optional Vortex Object).
  • Dissolve Mask (vertex group), Pattern "From Object" (controller empty), Override / Debris Material.
  • New Dissolve Styles: Crumble, Ember Shatter, Vortex.
  • Upgrade Construct: one click moves a construct made with an older version onto the new features, keeping its settings.

1.0.0 — first release

  • Create Construct from any mesh: grains pour from an emitter, condense from the air or burst from the centre, lock into a glass "hard-light" body, then dissolve into dust.
  • 7 presets, 6 build styles, 4 dissolve styles, 9 color palettes.
  • Motion: curl flow (cached on a voxel grid on 5.0+), 6 motion curves + custom curve, anticipation charge, per-strand timing and arcs.
  • Layers: mist, tapered leader trails, hot-to-cool color, impact flash, sustain stream, liquid ribbons, edge lines, inner energy and sparks.
  • Disintegration with weight: flakes, ash color, dust weight, size drag, wind and gusts.
  • Add Image Card: build and dissolve any PNG/JPG as a camera-facing card.
  • Bake / Free Bake for fast final renders.
  • Tested on 4.4 and 5.2 LTS.
$29

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Details
Blender Extension Compatible Yes
Published about 7 hours ago
Blender Version 4.4 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL