This node clones 3D objects to positions defined by a particle system. A Particle Root Node or a Particle Emitter must be connected to the Particle Node input for this node to be operational. If a Particle Emitter is connected then only particles emitted from this emitter are used to generate clones; otherwise, if a Particle Root Node is connected all particles under that root node may be used to generate clones.

The number of clones is defined by the Num Clones parameter and limited by the total number of particles. In order to make the effect visually consistent, clones attach themselves to individual active particles and remain attached to that particle until the particle dies. The clone is attached to the particle, taking its position from the particle every frame. If Rotation Affects Clones is enabled the clones are rotated by the particle’s rotation, which is generated from its velocity. If Scale Affects Clones is enabled the clones are scaled by the size of the particles which is also modulated by the particle alpha, so clones will scale down to 0 as the particle fades out. If Colour Clones is enabled the colours of the particles are transferred to the material colours of the cloned objects.

This image is taken from the “cloner_spheres-b.dfx” sample project.
Example Nodegraph
There is much more to creating this effect, shown here is a section that is specifically relevant to this node.


Name Description
Position X Move its position along the x-axis in local space.
Position Y Move its position along the y-axis in local space.
Position Z Move its position along the z-axis in local space.
Rotation Heading Rotate the object about the x-axis.
Rotation Pitch Rotate the object about the y-axis.
Rotation Bank Rotate the object about the z-axis.
Scale X Scale along the x-axis.
Scale Y Scale along the y-axis.
Scale Z Scale along the z-axis.

Inherit Transform Channels

Toggle which transform channels should be inherited. By default, all are on.


Name Description
Node Spawn Mode Change the order in which the cloned objects are assigned to individual clone instances.
  • All, All of the connected objects are rendered for every clone.
  • Iterate, The objects are rendered sequentially by clone. For example, the first clone renders the first object, the second clone renders the second object and so on.
  • Random, The objects are rendered randomly by clone, and are generated at random points from the clone system.
Num Clones Number of copies of the input object created by the node.
Rotation Affects Clones The rotation of the source particles affects the cloned objects.
Scale Affects Clones The scale of the source particles affects the cloned objects.
Colour Clones The colour of the source particles is copied to the cloned objects.
Clone Scale Scale the size of all the clones.
Size Randomness Add randomness to the size of the objects.
Luminanace Randomness Randomises the luminance values of the clones based on the particle colours. Only functions when “Colour Clones” is enabled.
Rotation Stiffness How much clones resist rotating.
Rotation Mode Change how the clones are rotated based on their source particles.
  • Face Motion Direction, Rotates to always face the motion direction of the source particle.
  • Spin, Clones spin endlessly on creation
Rotation Rate How quickly the clones rotate in spin mode
Rotation Rate Randomness Randomness applied on top of the rotation rate per clone.
Scale Stiffness How much the clones resist scaling.
Particle Min Age Minimum age a particle must have to generate a clone.
Particle Max Age Maximum age a particle must have to generate a clone.

UV Clone Deltas

These parameters apply offsets to the UV Offset / UV Scale / Crop parameters of the materials of each rendered clone.

Name Description
UV Mode Change how the cloned objects UV channel and Material inputs are affected by the cloner.
  • Linear (Using Clone Index), Each clone keeps unique UV’s.
  • Use Texture Page (Using Clone Index), Spreads the UV’s over a number of clones defined by the Texture Num Frames Attribute, and repeats it along the clone index.
  • Use Texture Page (Using Random Index), Randomises the UV’s over the range of clones in the Texture Num Frames Property, and repeats it.
Texture Num Frames X/Y How many columns and rows to split the UV by.
UV Scale X/Y Delta Relative change to the uv scale of the clone’s material.
UV Offset X/Y Delta Relative change to the uv offset of the clone’s material.
Crop Left/Right/Top/Bottom Delta Relative change to the crop on each side of the clone’s material.


Name Description Typical Node Input
Particle Node Source particle node for the cloner. Particle Root
Effectors Manipulates the clones after they are spawned. Plain Effector
Transform Modifier Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null


Nodes that are to be cloned by a Cloner should be connected to the output of this node. 3D Objects, 3D Shapes, and Image Planes may be connected, as well as other Cloners.