This node clones 3D objects to positions defined by the vertices or polygon centres of another 3D object. A 3D object node must be connected to the Source Objects input to define the voxelised shape the clones are arranged in for this node to be operational. The connected node must be either a 3D Object, a 3D Shape or a Text node. The object must be active in the scene by being connected to a valid path to the root node. The Mode parameter defines the mechanism in which clone positions are generated from the connected object: Vertex will use the vertex positions of the object and Polygon uses the centre positions of the polygons of the object.

The number of clones is defined by the Num Clones parameter and limited by the total number of vertices / polygons in the object. If Rotate Clones By Normals is enabled the clones are rotated to face along the normal direction of the vertex / polygon they are spawned from.

Example Nodegraph


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 y-axis.
Rotation Pitch Rotate the object about the x-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
Mode Select how the cloner clones from the source object.
  • Vertex, Clone the object to the source objects vertexes.
  • Polygon Centre, Clone the object to the centre of the polygons in the source object.
  • Edge Centre, Clone objects to the centre of the edges in the source object.
  • Spread Over Surface, Clones are spawned randomly on the surface of the object.
  • Spread Over UV Map, Spreads the clones across the UV map of the object.
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.
Randomise Mesh Order Use a random seed to dictate the order in which clones are spawned.
Randomise Order Seed Select a random seed to drive the effect,
Num UV Clones X/Y Set the number of clones to spawn on the UV map and how many should spawn along the x and y axis.
First Clone Chooses which clone is the first clone generated.
Rotation Mode How the clones should be oriented once spawned.
  • None, Spawned objects ignore the rotation of the source object.
  • Object, Spawned objects use the rotation of the source object.
  • Align To Normals, Spawned objects align their rotations with the normals of the object.
Rotation – Use Heading/Pitch/Bank Enable or disable rotation for clones by their heading, rotation or bank.
Scale Clones By Poly/Edge Size Toggle whether to scale the clones by the size of their poly/edge size (depending on which mode is selected in the “Mode” attribute).
Clone Scale Scale the size of all the clones.
Clone Offset From Surface How far the clones are spawned from the surface of the source object.
Use Undeformed Positions Generates the clones before the shape is deformed, so the clones will animate correctly but may not be spread out as nicely after deformation.
Colour Clones Allow the clones to be coloured at generation.
Use Vertex Colours Use the colours of the nearest vertex to dictate colour.
Use Texture Colours Use the colours of the texture at the clones generated location to dictate colour.
Colour Cutoff Mode Change how the mesh texture cuts off certain clones.
  • Luminance, The luminance values of the mesh texture are used.
  • Alpha, The alpha values of the mesh texture are used.
  • Luminance * Alpha, Luminance values multiplied by the alpha values are used.
Colour Cutoff Limit how bright regions of the image must be for the clones to be spawned.
Surface Spread Mode How the clones are spread to the surface of the source object. Only functions when “Spread Over Surface” is selected in the “Mode” attribute.
  • Normalised, Clones are spread out to fill the source object.
Surface Spread Density How dense the clones are once spawned. Only functions with “Normalised” chosen in the “Surface Spread Mode” attribute.

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 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
Source Objects Source Object from which all the clones will be generated.. 3D Object
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, Shape 3D, and Image Planes may be connected, as well as other Cloner systems