Notch Notch Manual 1.0
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Clone To Particles

Clone To Particles

Generates Clones from an input Particle system

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Method #

This node creates clones at 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. If a Particle Root Node is connected, all particles under that root node may be used to generate clones.

In order to make the effect visually consistent, clones are attached to individual active particles and flow its transforms until the particle dies.

Nodes that are to be cloned should be connected to the output of this node. Any geometry node including 3D Objects, 3D Primitives, and Image Planes may be connected, as well as other Cloner systems.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

ParameterDetails
Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
PositionToggle inheritance of the Position from the parent.
RotationToggle inheritance of the Rotation from the parent.
ScaleToggle inheritance of the Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Node Spawn ModeChange the order in which the cloned objects are assigned to clone instances.
  • All : All of the connected objects are generate at every clone position.
  • Iterate : The objects are generated sequentially per clone position, based on their heriarchy. For example, the first clone renders the first object, the second clone renders the second object and so on.
  • Random : The objects are randomly selected to generate at clone positions.
Num ClonesNumber of copies of the input object created by the node.
Rotation Affects ClonesThe rotation of the source particles affects the cloned objects.
Scale Affects ClonesThe scale of the source particles affects the cloned objects.
Colour ClonesThe colour of the source particles is copied to the cloned objects.
Clone ScaleScale the size of all the clones uniformally.
Size RandomnessAdd randomness to the size of the objects.
Luminance RandomnessRandomises the luminance values of the clones based on the particle colours. Only functions when “Colour Clones” is enabled.
Rotation StiffnessHow much clones resist rotating.
Rotation ModeChange 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 RateHow quickly the clones rotate in spin mode
Rotation Rate RandomnessRandomness applied on top of the rotation rate per clone.
Scale StiffnessHow much the clones resist scaling.
Particle Min AgeMinimum age a particle must have to generate a clone.
Particle Max AgeMaximum age a particle must have to generate a clone.

These properties apply iterative offsets to the UV Offset, UV Scale, and Crop parameters of the materials for each rendered clone. Typically used with a tile sheet so that each clone picks up a different texture.

ParameterDetails
UV ModeChange how the cloned objects UV chanel and material inputs are affected by the cloner.
  • Linear (Using Clone Index) : Each clone keeps unique UV’s.
  • Use Texture Page (Using Clone Index) : Speads 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.
  • Use Texture Page (Using Luminance) : Spits up the UVs, and uses different sections depending on the brightness of the Image driving the cloner.
  • Clone UV : Cumulatively changes the clone scale and position using the offset and scale delta properties.
Texture Num Frames XHow many columns to split the UV by.
Texture Num Frames YHow many rows to split the UV by.
UV Scale X DeltaRelative change to the uv scale along the x of the clone’s material, per clone.
UV Scale Y DeltaRelative change to the uv scale along the y of the clone’s material, per clone.
UV Offset X DeltaRelative change to the uv offset along the x axis of the clone’s material, per clone.
UV Offset Y DeltaRelative change to the uv offset along the y axis of the clone’s material, per clone.
Crop Left DeltaRelative change to the crop on the left of the clone’s uvs, per clone.
Crop Right DeltaRelative change to the crop on the right of the clone’s uvs, per clone.
Crop Top DeltaRelative change to the crop on the top of the clone’s uvs, per clone.
Crop Bottom DeltaRelative change to the crop on the bottom of the clone’s uvs, per clone.

Inputs

NameDescriptionTypical Input
Particle NodeSource particles to generate clones from. A particle must be connected for the cloner to generate clones.Particle Root
EffectorsControl how the clones behave once spawned. See Effectors.Plain Effector
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null

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