Notch Notch Manual 0.9.23
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Cloning

Cloning

Cloning nodes create instances of 3D objects and meshes, with each cloner node defining a method for where and how the clones are spawned. Clones are rendered using hardware instancing on the GPU, making it extremely performance efficient, but it requires each mesh to be an identical copy of one another. To clone an object it must be a child to the output of a Cloner node.

Cloners can be modified by using Effector nodes, which modify the transformation or the colour tint of each clone. By building up multiple of these nodes together, complex animations can be created. Effectors are also time independent, so jumping forward and back in time wont require any simulation or calculations, with the exceptions of the rigid body effector (which runs a physics simulation) and the Spring effector (which uses changes over time to calculate a simple spring simulation).

Cloners are generally hooked into the Root node, although they can be applied to any node – they will still appear in the scene as long as there is a path to a Root node; they will inherit the transformation values of parent nodes.

Effectors

Effector nodes modify the transformation values of clones in cloner node systems.

Colour Ramp EffectorColour Ramp Effector

Modifies a cloner system with colours from an input Colour Ramp.

FFT EffectorFFT Effector

Modifies a cloner system using an audio input.

Image EffectorImage Effector

Modifies a cloner system using an input image or video.

Kill Box EffectorKill Box Effector

Removes Clones from a cloner system within a specified area.

Plain EffectorPlain Effector

Modifies a cloner system with simple transforms.

Quantise EffectorQuantise Effector

Modifies a cloner system by quantising all the clone positions.

Randomise EffectorRandomise Effector

Modifies a cloner system with randomised transformations.

Rigid Body EffectorRigid Body Effector

Applies a Rigid Body simulation to A cloner system.

Ripple EffectorRipple Effector

Modifies a cloner system with a ripple effect.

Sine EffectorSine Effector

Modifiers a cloner system with a sine wave oscillations.

Spring EffectorSpring Effector

Modifiers a cloner system by adding a springiness to Clone transformations.

Target EffectorTarget Effector

Rotates clones to target a point in space.

Turbulence EffectorTurbulence Effector

Modifies a cloner system with turbulent motion.

Nodes

Clone CacheClone Cache

Caches a clone system for faster and repeatable results.

Clone To ImageClone To Image

Generates Clones from an input image.

Clone To MeshClone To Mesh

Generates Clones from an input geometry

Clone To ParticlesClone To Particles

Generates Clones from an input Particle system

Clone To Point CacheClone To Point Cache

Generates Clones from the positions defined by a Point Cache node.

Clone To ProceduralsClone To Procedurals

Generates Clones from an input Procedural system.

Clone To SplineClone To Spline

Generates a clones which follow the curve of a spline.

Clone To Transform ArrayClone To Transform Array

Generates Clones from an input Array node.

Clone To VolumeClone To Volume

Generates Clones which fill the volume of input geometry.

ClonerCloner

Generates Clones in a regular pattern.

Random ClonerRandom Cloner

Generates Clones with random transformations.

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