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Ripple Effector

Ripple Effector

Updated: 4 Dec 2023

Modifies a cloner system with a ripple effect.

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Method #

This node applies a simple ripple animation to the clones it is applied to. The ripple is defined by its speed, sharpness, scale, animation rate, and repeat rate; altering these properties can produce a wide variety of ripple effects.

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 X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Blend Amount Controls the amount the resulting transforms of each clone after the effector is applied is blended with the original transform.
Space The 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.
  • Object : Use the transforms in object space to influence the clones.
Animation Rate The global animation rate for the ripple animation. Useful for speeding up or slowing down the entire effect.
Ripple Speed Speed at which the ripple moves outward from the ripple origin.
Ripple Peak Sharpness How sharp the peaks of the ripple motion are.
Ripple Scale Scales the microripples within the dominant ripple motion.
Ripple Repeat Rate How quickly the ripple animation repeats after the previous ripple.
Direction Control how the ripple animation is applied to the Cloner system.
  • Linear : The ripples spread outward from the y axis along the XZ plane.
  • Radial : The ripples spread out radially around the z axis, and time progresses in the positive z axis.
  • Spherical : The ripples spread out radially around the z axis, and time progresses in the negative z axis. Only position x is used to affect the clones.
Update Time Mode Change 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 composition loops. Useful for Real-Time exports, where content needs to play indefinitely. Not suitable for looping videos.

These properties control how much influence the node has on anything it affects.

ParameterDetails
Falloff Mode Which shape to use to calculate the falloff.
  • Off : No falloff is used. Everything will be affected equally.
  • Spherical : Falloff is drawn outward from a central point, forming a spherical falloff.
  • Cylindrical : Falloff is drawn outward from a line, forming a cylindrical falloff.
  • Planar : Falloff is drawn outwards in one or both directions from a plane, forming a planar falloff.
  • Procedural : Uses a connected procedural system to describe the falloff area. A procedural system must be input for this property to function.
  • Cubic : Falloff is drawn from the sides of a cube.
Falloff Axis Which axis the falloff should be oriented on.
Falloff Direction When using Planar mode, which directions to use to calculate the falloff.
  • Bidirectional : The falloff applies in both directions from the plane.
  • Negative : The falloff applies only in the negative direction from the Fallof Axis. The positive direction has the full effect applied.
  • Positive : The falloff applies only in the positive direction from the Fallof Axis. The negative direction has the full effect applied.
Falloff Easing Mode Interpolation method used to calculate the falloff within its range of influence.
  • Linear : Falloff reduces linearly across the falloff range.
  • Sine : Falloff reduces using a sine function across the falloff range.
  • Quadratic : Falloff reduces using a quadratic function across the falloff range.
  • Cubic : Falloff reduces using a cubic function across the falloff range.
  • Circular : Falloff reduces using a circular function across the falloff range.
  • Bounce Back : Falloff uses a function which as values reach the edge of the falloff range, they will overshoot and bounce back.
  • Elastic : Falloff uses a function similar to bounce back, but the value will initially move in the opposite direction, creating a “pull and release” effect.
Falloff Size X Size of the falloff range along the X axis.
Falloff Size Y Size of the falloff range along the Y axis.
Falloff Size Z Size of the falloff range along the Z axis.
Outer Range Outer range of the falloff, outside of which the falloff is no longer effective.
Inner Range Inner range of the falloff, inside of which the falloff is fully effective.
Curve Power Controls the rate of change for the falloff between the inner and outer range.
Invert Inverts the effect of the falloff.

These properties control the selection of clones that you want the effector to influence.

ParameterDetails
Selection Mode Set the mode for Index-Based Weighting.
  • Disabled : Effector influences all clones.
  • ID : Use clone IDs to define which clones the effector influences.
  • Index : Use clone indexes to define which clones the effector influences.
Selection Operation Set how you want top define the selection.
  • Index : Select a specific clone that will be influenced by the effector.
  • Range : Select a range of clones that will be influenced by the effector.
  • Step : Select every n clone to be influenced by the effector.
  • Random In Range : Clones will be selected randomly to be influenced within a set range.
Index The first clone index in the range.
Max Index The last clone index in the range.
Index Step The increment used in “Step” mode.
Index Seed The seed used in “Random In Range” mode.
Index Falloff Range Falloff amount for Index-Based Weighting.
Index Falloff Power The curve power of the falloff for Index-Based Weighting.

These properties control how an effector transforms the clones.

ParameterDetails
Position X Offset the clones x position from the current position.
Position Y Offset the clones y position from the current position.
Position Z Offset the clones z position from the current position.
Rotation Heading Offset the clones y rotation from the current rotation.
Rotation Pitch Offset the clones z rotation from the current rotation.
Rotation Bank Offset the clones x rotation from the current rotation.
Scale X Offset the clones x scale from the current scale.
Scale Y Offset the clones y scale from the current scale.
Scale Z Offset the clones z scale from the current scale.
Uniform Scale Uniformally scale the clones by the same value along all axes.
Object Index Offset the clone’s index from the current clone index. Used to select which child object of the cloner is cloned where.
Apply To Position Apply the position changes from the effector to the clones.
Apply To Rotation Apply the rotation changes from the effector to the clones.
Apply To Scale Apply the scale changes from the effector to the clones.
Apply To Object Index Apply the object index changes from the effector to the clones.
Position Apply Mode The method by which the effectors position properties are applied to the clone. Affecting the previously applied position values.
  • Add : The effector position is weighted by the falloff and added to the clone’s previous position.
  • Multiply : The effector position is weighted by the falloff and multiplied by the clone’s previous position.
  • Replace : The effector position is weighted by the falloff and replaces the clone’s previous position.
Rotation Apply Mode The method by which the effectors rotation properties are applied to the clone. Affecting the previously applied rotation values.
  • Add : The effector rotation is weighted by the falloff and added to the clone’s previous rotation.
  • Multiply : The effector rotation is weighted by the falloff and multiplied by the clone’s previous rotation.
  • Replace : The effector rotation is weighted by the falloff and replaces the clone’s previous rotation.
Scale Apply Mode The method by which the effectors scale properties are applied to the clone. Affecting the previously applied scale values.
  • Add : The effector scale is weighted by the falloff and added to the clone’s previous scale.
  • Multiply : The effector scale is weighted by the falloff and multiplied to the clone’s previous scale.
  • Replace : The effector scale is weighted by the falloff and replaces the clone’s previous scale.
Object Index Apply Mode The method by which the effectors object index properties are applied to the clone. Affecting the previously applied object index values.
  • Add : The effector object index value is weighted by the falloff and added to the clone’s previous object index value.
  • Multiply : The effector object index value is weighted by the falloff and multiplied by the clone’s previous object index value.
  • Replace : The effector object index value is weighted by the falloff and replaces the clone’s previous object index value.

The properties control the time at which the node is active. See Timeline for editing time segments.

ParameterDetails
Duration Control the duration of the node’s time segment.
  • Composition Duration : Use the length of the composition for the node’s time segment duration.
  • Custom : Set a custom duration for the node’s time segment.
Node Time The custom start and end time for the node.
Duration (Timecode) The length of the node’s time segment (in time).
Duration (Frames) The length of the node’s time segment (in frames).
Time Segment Enabled Set whether the node’s time segment is enabled or not in the Timeline.

Inputs

NameDescriptionTypical Input
Falloff NodeUse an input node to control the transformation values of the falloff.Falloff
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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