Conjure anything out of pure energy.
Then blow it away as dust.
Point a ring, a hand or a wand at any model — a jet, a sword, a wolf, your logo — and hundreds of thousands of glowing grains spiral out, lock into a hard-light glass body and hold there, alive. When you're done it flakes into drifting dust, or shatters into shards that bounce and pile up on the floor.
| Build | Hold | Dissolve | Shatter & Pile Up |
Loops that never end
Set Lifecycle to Endless Build, Endless Dissolve or Endless Flow: a share of the grains keeps pouring in, peeling off as dust, or both, while the shape stays whole. Idle loops, backgrounds and game VFX — still no cache.


No simulation. Scrub to any frame.
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THE USUAL WAY
Particle system › force fields › simulate from frame 1 › bake › change one value › bake again › render farm gets a different result. |
WITH ENERGY CONSTRUCT
Select a mesh › Create Construct. Every frame is computed from the timeline, so you can jump straight to frame 140 — even with floor collision. Want faster final renders? One-click Bake. |
Pick a mood in two clicks
Mix any build with any dissolve. Every style is just a starting point.
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6 Build Styles
Ash Gather · Rise Up · Wind Sweep · Implode · Tornado · Swirl Rise |
7 Dissolve Styles
Snap Dust · Fade Away · Blown Away · Shatter · Crumble · Ember Shatter · Vortex |
Presets: Willpower Sand, Liquid Light, Condense, Ember Burst, Instant Hardlight, Grand Reveal, Combat Strike · 9 palettes, every color editable
Shatter it, crumble it, pile it up
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Real pieces
Shards, Chunks or your own objects from a collection. They tumble in flight and lie flat on the skin once they land. |
It hits the floor
Bounce, Friction and Keep Debris: pieces skid and settle into a glowing pile. Still no cache — scrub anywhere. |
Push it around
Burst along the surface, a Vortex that sucks in or flings out, a Mask to break only part, and an animated empty to drive the front. |
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Animated, not mechanical
Energy charges at the ring before it fires. Six motion curves (or draw your own), every strand with its own timing and arc, swirling through a fluid-like curl flow. Grains tighten on landing for a crisp finished silhouette. |
Layered like a VFX shot
Fine mist, tapered leader trails, a hot-to-cool color shift, an impact flash as each patch locks in, liquid ribbons, glowing edge lines, flowing inner energy and sparks. |
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Dust with weight
The surface flakes off in sheets, keeps its color for a moment, turns to ash and drifts on the wind: small grains fly, heavy ones fall. |
Logos and images too
Add Image Card: any PNG builds and dissolves as a camera-facing card in its own colors. Works on rigged and animated models as well — grains follow the pose. |
Built to be fast
~0.3 s per frame for 500,000 grains on a modern CPU · shards under 1 s per frame · only visible grains are computed · curl flow cached on a voxel grid (5.0+)
| 4.4 | → | 5.2 LTS |
Tested on 4.4 and 5.2 LTS · EEVEE & Cycles
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WHAT'S INCLUDED
✓ |
REQUIREMENTS
Version 4.4 or newer (tested 4.4 and 5.2 LTS) |