Ghostery reference
What every effect does, what every number means, and the handful of things that will waste a render if nobody tells you.

Ghostery takes a clip, works out what the subject is and how far away every pixel of it sits, and hands back a Blender shot kit β€” the plate, the mattes, a per-frame point cloud of the subject, a camera that matches the original, and a rig that dissolves that subject into particles. You direct it here; you keep directing it in Blender afterwards. Nothing is baked in that you can't change later.

The one thing to understand first

Every effect below is the same simulation. The subject's points detach on a sweep, then drift under forces. What changes between presets is what those points are drawn as β€” grains, transparent spheres, fog, or a connected liquid surface β€” and how the forces are tuned. The melt tier is the exception and works differently; it is called out separately below.

Effects β€” the four particle presets Β· Dust Β· Bubbles Β· Smoke / apparition Β· Liquid The melt tier (fluid sim) Directing the sweep Live preview (your GPU) Β· The editor & paint tool Forces β€” the Advanced panel Choosing the subject Meshes instead of points What's in the kit Gotchas that cost renders

Effects β€” the four particle presets

Pick one in the Effect dropdown. Every value in these tables is a slider on the kit's Blender rig too, so the preset is a starting point rather than a ceiling. Blank an Advanced field on the job page and the preset's value is kept.

Dust β€” drifts sideways and fades

The default, and the cheapest to render. Solid grains detach and blow along the drift arrow, shrinking as they age and gone after about three seconds. It settles and thins out; it does not billow upward. If you want it to float away, you want Smoke.

Dust is the one preset that overrides nothing β€” it is the rig's defaults, so the table below doubles as the baseline every other preset is a deviation from.

ControlValueWhat it does
Size0.014Radius of a grain at birth
End Size0.15Shrinks to 15% of its size over its life β€” this is most of the "fade"
Lifetime3.0 sHow long a grain lives before it is deleted
Birth Fraction1.0Every available plate point becomes a grain
Wind0.25, βˆ’0.1Steady push. Set by the blue drift arrow β€” drag distance sets strength
Buoyancy0.3Gentle lift. Positive rises, negative falls
Drag0.6Air resistance. Higher settles into a terminal speed sooner
Kick0.18Random speed given at the moment of detaching β€” the "puff"
Turbulence Strength1.0How hard the swirl pushes
Turbulence Scale0.9Size of the swirls. Low is broad and lazy, high is fine and busy
Turbulence Speed0.6How fast the swirl pattern itself evolves

Bubbles β€” rise, wobble, pop

Transparent spheres with an iridescent rim, rising and wobbling, holding their size and vanishing at the end of their life rather than fading. Deliberately sparse: only 2% of the points become bubbles, because overlapping transparent spheres exhaust the renderer's ray bounces and go black. Raising Birth Fraction here is the fastest way to make this preset look broken.

ControlValuevs Dust
Birth Fraction0.02Sparse on purpose β€” see above
Size0.05Much bigger, so fewer read as more
End Size1.0No shrink β€” they pop at lifetime instead of fading
Lifetime4.0 sLonger, so they get somewhere before popping
Buoyancy0.8Strong rise
Drag0.9High, giving a floaty terminal-velocity feel
Turbulence Scale2.0Small-wavelength wobble rather than broad drift
Turbulence Speed1.2Fast-evolving, which is what reads as "wobble"
Turbulence Strength0.3Gentle β€” the wobble is in the scale, not the force
Kick0.05Low; bubbles ease off the body rather than puff
Wind0.06, βˆ’0.02Barely any β€” buoyancy does the work

Smoke / apparition β€” billows and floats up

The same particles, rasterized into volumetric fog every frame, so this is soft and billowy rather than grainy. It rises about twice as hard as dust and spreads as it goes. This is the one that floats away, and it costs the most to render.

ControlValueWhat it does
As VolumeonSwitches the points to fog. This is what makes it Smoke
Volume Radius0.03Size of each puff of fog. Small resolves individual puffs; large fuses into big lobes
Volume Density44.0How opaque the fog is. Rises when the radius falls, to keep the same darkness
Volume Detail2.0Voxels per puff radius β€” the anti-blockiness dial. Cost is cubic; capped at 4
Birth Fraction1.0Maxed. Small puffs need every point or the trailing edge breaks into specks
Buoyancy0.55Rises noticeably faster than dust
Turbulence Strength1.5Strong β€” this is the billowing
Turbulence Scale0.7Broad rolls rather than fine detail
Drag0.45Lower, so it keeps travelling
Lifetime2.2 sShort; the fog thins as points die, which reads as dissipating

If the smoke looks like fuzzy 8-bit cubes

Raise Volume Detail. Blocky smoke is almost never particle count or density β€” it is the fog being rasterized on a grid coarser than the puffs themselves, so each puff lands in one cell and renders as a cube. Detail is voxels per puff radius; the cost of raising it is roughly its cube, which is why it stops at 4.

Liquid β€” melts and drains downward

The points are surfaced into one connected blobby mesh and shaded as water. Buoyancy is negative, so it runs down the body and pools rather than rising. This sidesteps a real fluid solve entirely β€” if you want actual viscous collapse, see the melt tier below.

ControlValueWhat it does
As BlobbyonSurfaces the points into a connected mesh. This is what makes it Liquid
Blob Radius0.05How far apart two points still fuse. Too small and it breaks into beads
Birth Fraction0.7Connected blobs need density β€” sparse points don't fuse
Buoyancyβˆ’1.1Negative β€” this is what makes it fall instead of rise
Drag0.2Low, so it accelerates as it drains
Turbulence Strength0.35Gentle β€” liquid shouldn't swirl like dust
Lifetime2.4 sDrains away below frame
End Size1.0No shrink β€” a shrinking liquid reads as evaporation

The melt tier (fluid sim)

A different thing from the presets above. Instead of particles, the subject is baked as a viscous fluid with a real solver and delivered as an animated Alembic in geo/melt/, which you can shade in any package. Choose it in Melt (fluid sim); "No melt" is the default and costs nothing.

The list runs thinnest to thickest, and that ordering is the viscosity control β€” these were measured on a real subject rather than being numbers to guess at. Melting starts where the dissolve does and runs to the end of the shot.

PresetEffective viscosityHow it behavesLook
water0.000001Splats and spreads wide, fastest collapseGlass at IOR 1.33
melting_wax0.05Soft, holds a little shape on the way downOff-white subsurface
honey5Slumps and poolsAmber transmission, darker where thicker
mud20Thick, breaks up as it goesNoise-broken wet diffuse
lava60Thick, sags and folds forwardCooling basalt β€” crust with glowing cracks
tar200Thickest; the figure holds its column longestNear-black gloss with sky sheen

What to expect from a melt job

Directing the sweep

Two arrows over the preview, and they do different things. The orange one is direction only; the blue one is a vector, where the distance you drag sets the strength.

ControlDefaultWhat it does
Wipe arrow (orange)feet-firstAny angle, not just up or down. Timing is normalised across the subject, so the effect reads the same whichever way you point it
Grad modeoffA gradient the way a paint program does it, but driving the sim, not a look: drag start (dissolves first) and end (dissolves last). Everything before start is already gone, everything past end never dissolves β€” unlike the arrow, which always spans the whole subject
Radial modeoffDissolve bursts out from a point you place, instead of sweeping. Tick collapse inward to run it into the point instead
Radial ringsautoIn the editor's Direct mode: drag the inner ring (everything inside is gone) and outer ring (everything outside untouched), and the stretch handle to squash the circle into a standing-figure ellipse. rings auto returns sizing to the subject
Drift arrow (blue)0.27Wind direction and strength β€” drag further for harder. It prints its value next to the arrow. Maximum 3.0
Flow along sweepoffThe spatial alternative to the drift arrow: particles accelerate along the sweep itself, per point β€” radiating out of a radial burst (or into a collapse-inward), running start β†’ end on a grad. Wind is one uniform vector; this one bends with the effect. They stack, so zero the drift arrow for flow alone
Start frame1025Frames are 1001-based, the plate convention. Start 1025 is one second in at 24 fps
Duration96How long the sweep takes to cross the whole subject
Noise Scale6.0How fine the break-up is β€” low is a few big blotches, high is a fine crumble
Noise Strength0.35How much the front breaks up, as a fraction of the duration. At 0.35 over 96 frames a patch detaches up to Β±17 frames early or late. 0 gives a hard straight edge

Placed gradients control the sim, and they bake

The grad dots and radial rings set each point's detach time β€” which parts of the subject turn to particles first and in what order. They have nothing to do with shading. Any sweep other than the default feet-first wipe is delivered through the baked path automatically (the live rig's erosion shader only knows the default), so the ordering is data in the kit: dissolve_t on every point, plus the pre-eroded mattes. Flipping Use Baked off in such a kit brings back a card that erodes feet-first while the particles follow your gradient β€” don't.

Forces β€” the Advanced panel

These override the preset. Leave a field blank to keep the preset's value β€” that is what blank means everywhere on the page. All of them are rig inputs too, so anything you skip here is still adjustable in Blender.

FieldRig defaultWhat it does
Turbulence1.0Strength of the swirl
Turb scale0.9Size of the swirls β€” small number, big swirls
Buoyancy0.3Positive rises, negative falls
Drag0.6Air resistance; caps how fast anything ends up going
Kick0.18Random speed at the moment of detaching
Lifetime (s)3.0Seconds before a particle is deleted
Size / End size0.014 / 0.15Radius at birth, and the fraction of it left at death
Birth fraction1.0What share of available points become particles
Bounce / Friction0.15 / 0.5How lively and how slippery the floor is
Seed0Change it to reroll the random break-up without changing anything else

Particles land on the ground is on by default. The floor is measured from the subject's own geometry β€” where their lowest point actually reaches. Turn it off to let everything fall through and out of frame. Floor offset nudges it if the placement still reads wrong: positive lowers the floor, negative raises it.

Live preview β€” the sim on your GPU

⚑ Live in the editor toolbar runs the dissolve on your machine, drawn over the actual plate. The first click on a clip pays a one-time server round trip β€” matting and depth on one frame, ~20–30 seconds, narrated with a phase and an elapsed clock β€” and hands back a compact point cloud. After that the cloud is cached: Live starts instantly, and every control β€” arrows, grad dots, rings, flow, forces, timing β€” re-simulates as you drag. No queue, no render.

How updates announce themselves: while you're dragging, the status reads adjusting…; a quarter-second after you stop, the sim recomputes and playback replays from the in-point (updated Β· replaying from N) so the change is seen from the top. While paused it updates in place instead β€” a paused frame is an inspection, and it won't be yanked away.

Transport: ⏸ pauses the loop; β—€ β–Ά| (or the ← β†’ keys) step one frame at a time, and stepping pauses. While paused, the frame slider scrubs anywhere and the particles follow, frame-accurately.

The floor line: with "Particles land on the ground" ticked, a dashed orange line marks the collision floor β€” which sits at the subject's own lowest point, the same rule the kit uses. For a partial subject (a painted head) that shelf lands mid-frame: nudge it with Floor offset (it applies live) or untick the ground checkbox to let particles fall out of frame.

AspectWhat you get
Timing & placementExact. The detach field β€” which parts go when, the thing you direct β€” is the same maths the kit bakes, verified against it to six decimals
Speed & directionTrue: wind, flow, buoyancy, drag and the floor all behave as in the kit
SwirlsApproximate: the preview's turbulence is its own noise, so exact eddies differ from the render
LookColoured dots only β€” no smoke fog, bubble glass or liquid surfacing. For the true look, render the kit (or a small frame range of it)
SubjectOne frozen frame β€” pick a frame where the subject reads clearly before hitting the button. A dancing subject stays frozen while its particles fly

Choosing the subject

By default Ghostery takes the most salient subject in frame. Three ways to be specific, and they stack β€” the box says where, the words say what:

MethodUse it when
Scan & pickThe thing you want is one of several obvious objects. Scan, then click the coloured pill matching the box drawn on the preview
Type a nounThe scan never offered what you wanted. Type helmet, jacket, dog. Works on its own
Paint a regionThe thing is hard to name, or it's part of a larger object. In the editor's ✏ Paint tool: scrub to a frame where it's clearly visible and scribble over it

The painted region does not need to be tight β€” only its bounding box is submitted. A rough blob is enough. Painting beats a scanned pill, and a typed noun beats a pill's label, on the reasoning that you only reach for either when the pills didn't have what you wanted.

The editor

The big stage in the main column is the editor β€” it appears the moment you drop a clip, and everything spatial happens there over the footage at real size: painting, the sweep handles, the live preview. ✏ Paint / β‡— Direct / ⚑ Live switch the active tool in its toolbar; the left rail holds setup (clip, subject, effect numbers, kit options) and the queue button.

InputDoes
dragPaint, in Paint mode. Drag a handle, in Direct mode
shift + dragErase instead of paint
[  and  ]Shrink and grow the brush, proportionally β€” as in Photoshop
space + dragPan around
wheelZoom, anchored on the pointer. Nearest-neighbour past 1:1, so pixels stay honest
frame sliderScrub to the frame you want to paint on, or that Live builds its cloud from
⏸ / β—€ / β–Ά|  Β·  ← β†’Live transport: pause the loop, step one frame at a time. Stepping pauses; while paused the frame slider scrubs and the particles follow, frame-accurately
FitZoom back out to the whole frame

The brush is measured in image pixels, so zooming in doesn't change what a stroke covers β€” a 60px brush is 60px of the plate whether you're zoomed to fit or to 8Γ—.

Painting a subject that moves

The box you paint is applied to every frame, not tracked from the frame you painted on. For a subject that stays roughly put, box plus noun is plenty. For one that crosses the frame, paint on a frame near the middle of its travel and expect to lean on the noun more than the box.

Meshes instead of points

Points render, but they export as positions with no size β€” nothing you can cast a shadow from, relight, or light with an HDRI, because there are no normals. On the GH_Particles modifier in the kit, set Instance Shape:

ValueShapeVerts per particleNotes
0Pointsβ€”Default, cheapest, no geometry
1Spheres12Smooth-shaded; the general-purpose choice
2Cards4Cheapest real geometry. Faces the camera exactly
3Discs8Round card. Faces the camera exactly

Cards and discs keep facing the camera every frame even if it moves. Everything is scaled by each particle's own radius, so switching shape never changes the size of anything. A 23,000-particle frame becomes roughly 277,000 verts as spheres or 92,000 as cards β€” if it crawls, drop Birth Fraction rather than the detail.

Alembic will not carry the colour

The per-point plate colour rides out as a colour attribute named Col. OBJ, FBX and USD carry it; Alembic does not β€” an .abc gives you geometry and normals but arrives untinted, whatever you tick in the export dialog. If you need colour in Alembic, transfer it from geo/points/frame_####.ply, which has always carried per-point colour.

What's in the kit

A zip with the shot built and ready. If you don't use Blender, double-click RENDER-Windows.bat, RENDER-Mac.command or render-linux.sh and it renders itself β€” they check your Blender version first, because an old Blender opens the shot and then fails meaninglessly.

PathWhat it is
shot.blendThe assembled shot β€” camera, plate, rig, view layers, compositor template
plates/Source frames, matte, clean plate (subject painted out)
geo/points/Per-frame coloured point clouds of the subject, as PLY
geo/melt/The melt Alembic, if you asked for one
passes/depth/Depth, plus the subject-free background used for occlusion
camera/Ready-to-import camera for Nuke, Blender, Houdini, Maya, 3ds Max, After Effects
lighting/hdri.exrThe 360Β° HDRI, if you ticked it

Kits open with Cycles on GPU Compute and motion blur on (shutter 0.5, centred). A machine with no configured GPU quietly renders on the CPU β€” slower, not broken.

The four view layers

LayerHoldsYou need it if
beautyEverything except the shadow catcher and holdoutYou want one finished image and nothing else
particlesThe effect, the ground shadow catcher, and the holdout so it comes out pre-occludedYou're compositing
subject_cardThe eroding subject. Its alpha over time is the eroding matteYou're compositing
envThe clean-plate backdrop cardYou're compositing

beauty is redundant with the other three β€” the compositor template rebuilds it by stacking env under card under particles. If you're compositing, switching beauty off is exactly right and costs you nothing. Layers are independent: switching one off never changes what another renders.

Gotchas that cost renders

Switching layers off with compositing ON renders white

The compositor template's Render Layers nodes point at layers you just disabled. Turn off Post Processing β†’ Compositing as well, or re-enable the layers. The render scripts guard against this; doing it by hand in the GUI gets no such protection, and on a slow card that's an hour to find out.

env is the backdrop, not lighting

Particles, subject card and backdrop are all pure emission and ignore world lighting entirely, so turning env off cannot change how the particles look β€” you just supply the plate yourself in comp. Only Smoke (volumetric) and the Bubbles' glossy rim use the world, and that's the neutral world dome, not this layer.

Motion blur in old kits does nothing

Blur on the particles works only because the rig exports a velocity attribute β€” points are born and die every frame, so there is no vertex correspondence for the renderer to infer movement from. Kits built before 2026-08-05 render identically whether motion blur is ticked or not. If you ticked it back then, you did not get it. Rebuild the kit. It is on by default now.

Frames are 1001-based

Plate convention. A start frame of 1 will be flagged before you submit. Renaming or renumbering a kit's geometry is supported β€” the file prefix and frame offset are both rig inputs β€” but a missing file is reported as a corrupt PLY header, and the render then completes with no particles at all.

A short render range is not faster per frame

The simulation is stateful, so rendering frames 1100–1120 still has to run the sim from the shot's start to get there β€” the particles at 1100 are a hundred accumulated steps. Rendering a short range near the end costs nearly as much as rendering up to it.

Something here wrong, or missing? Use the ticket button on the Ghostery page β€” screenshots paste straight in.