Notch Notch Manual 1.0
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Colour Ramp Effector

Colour Ramp Effector

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

Method #

This node primarily modifies the colour values of connected cloner systems based on an input Colour Ramp, but can also apply transformations to the clones too based on the area of effect of the colour ramp.

Connect the output to the effector input of any cloner node to apply it to the camera system. Multiple effectors connected to the same output will stack, and order of operations chosen by position on the nodegraph.

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
Blend AmountControls the amount the resulting transforms of each clone after the effector is applied is blended with the original transform.
SpaceThe transform space the Effector uses to influence the clones.
  • Effector - World : Use the world space transforms of the effector to influence the clones.
  • Cloner : Use the transforms in local space to the cloner to influence the clones.
colour Blend AmountHow much the colour blends with the original clones colour.
Source ChannelWhat property of the clones in relation to the effector should be used to dictate colour.
  • Position X : Clones are coloured based on their X position.
  • Position Y : Clones are coloured based on their Y position.
  • Position Z : Clones are coloured based on their Z position.
  • Distance : Clones are coloured based on their radial distance from the effector.
  • Fractal Noise : Clones will be coloured based on a simple fractal noise function.
  • Clone Index : Clones will be coloured based on their index.
  • Random Value : Clones are coloured completely randomly with the input colour ramp.
Source ScaleScale the size of the source Colour Ramp.
Source OffsetOffset the values from the source Colour Ramp.
Modulate FunctionThe method by which the colour ramp is sampled / repeated.
  • Clamp : The sample locations are clamped from 0 to 1.
  • Repeat : The sample locations are repeated.
  • Sine : The sample locations are modulated with a sine wave.
Interpolate ColoursAllow the clones to interpolate the colours passed to them, smoothing the colour changes across the clones.
Noise ScaleScale the size of the generated fractal noise. Only functions with Fractal Noise selected in the Source Channel Attribute.
LacunarityHow large the gaps between larger areas of noise are. Only functions with Fractal Noise selected in the Source Channel Attribute.
GainThe overall smoothness of the generated fractal noise. Only functions with Fractal Noise selected in the Source Channel Attribute.
Animation RateThe speed at which the fractal noise is animated. Only functions with Fractal Noise selected in the Source Channel Attribute.
Update Time ModeChange how the clone animation uses time.
  • Locked To Timecode : The effect is synchronised with the timecode, so changes in time will always yield the same results.
  • Running / Loopable : The effect is generated on a separate time to the timecode, ignoring layer loops. Useful for Real-Time exports, where content needs to play indefinitely. Not suitable for looping videos.

These properties control where an effector can affect the clones.

ParameterDetails
Falloff ModeChange how the falloff from the original object is calculated.
  • Infinite : There is no falloff, all objects will be affected equally.
  • Linear : Falloff is based on distance from an infinite plane along a chose axis.
  • Sphere : Falloff is based on distance from the plain effectors origin.
  • Procedural : Uses a connected procedural system to describe the falloff area. A procedural node must be input for this property to function.
  • Box : Falloff is based on the distance around a box based at the effectors origin.
Linear Falloff AxisThe falloff axis to use when the effector is in linear mode.
  • +X : The positive x axis.
  • -X : The negative x axis.
  • +Y : The positive y axis
  • -Y : The negative y axis.
  • +Z : The positive z axis.
  • -Z : The negative z axis.
FalloffThe outer radius of the falloff, where the effector no longer effects the clones.
Inner FalloffThe inner radius of the falloff, where the effector effects the clones strongest.
Falloff PowerChange how quickly the nodes falloff from the effector
Falloff SizeThe X size of the falloff when in box mode.
Invert FalloffInvert the direction of the falloff.

These properties control how an effector transforms the clones.

ParameterDetails
Position XOffset the clones x position from the current position.
Position YOffset the clones y position from the current position.
Position ZOffset the clones z position from the current position.
Rotation HeadingOffset the clones y rotation from the current rotation.
Rotation PitchOffset the clones z rotation from the current rotation.
Rotation BankOffset the clones x rotation from the current rotation.
Scale XOffset the clones x scale from the current scale.
Scale YOffset the clones y scale from the current scale.
Scale ZOffset the clones z scale from the current scale.
Uniform ScaleUniformally scale the clones by the same value along all axes.
Apply To PositionApply the position changes from the effector to the clones.
Apply To RotationApply the rotation changes from the effector to the clones.
Apply To ScaleApply the scale changes from the effector to the clones.
Position Apply ModeThe method by which the effectors position properties are applied to the clone.
  • Add : The effector position is weighted by the falloff and added to the clone position.
  • Multiply : The effector position is weighted by the falloff and mutliplied to the clones rotation.
  • Replace : The effector position is weighted by the falloff and replaces the clones rotation.
Rotation Apply ModeThe method by which the effectors rotation properties are applied to the clone.
  • Add : The effector rotation is weighted by the falloff and added to the clone rotation.
  • Multiply : The effector rotation is weighted by the falloff and mutliplied to the clones rotation.
  • Replace : The effector rotation is weighted by the falloff and replaces the clones rotation.
Scale Apply ModeThe method by which the effectors scale properties are applied to the clone.
  • Add : The effector scale is weighted by the falloff and added to the clone scale.
  • Multiply : The effector scale is weighted by the falloff and mutliplied to the clones rotation.
  • Replace : The effector scale is weighted by the falloff and replaces the clones rotation.

Inputs

NameDescriptionTypical Input
Colour RampControls the colours and ranges of colours used to tint the clones.Colour Ramp
Procedural FalloffUse a procedural system to generate falloff from. Useful for creating complex and unconventional falloffs from an Effector.Procedural Root
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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