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What kind of dissolve are you looking for? If it's a top-to-bottom kind of effect, consider using the Cookie SOP in two ways:

1) use a thin box travelling downwards to intersect with the object and use that as the source geometry of your POP network

2) use a BIG box travelling downwards to cut away the geometry gradually.

Hopefully this makes sense... I'm having some problems saving files right now, so I can't send an attachment :(

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Here is a file that uses particles to move primitives around using the second input to the primitive SOP. The finer you dice up the geoemtry, the finer the dissolve but the slower the effect plays back.

Since the actual primitives are bound to the particles, the effect is seamless.

Some of the SOPs have comments on them. You can apply this to any incoming geometry as it is converted to polygons. Watch the divide SOP as it is bypassed. If you have large geometry, increase the divisions as the units are in object space dimensions.

-jeff

ice_breakup.hip.zip

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Jeff thanks for your file .I subdivide my model 4 times until I get the size of particles I wanted.It took a lot oftime to render but I'm happy with the finale result. :rolleyes:

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