01
Mesh Transform
- Geometry type
- Mesh
- Max geometry
- 100k
- Rendering style
- Shaded
- Status
- Good
Mesh Transform takes the objects chosen in the Object Mapping and renders them on every placement vertex. The meshes are currently displayed in shaded mode, with color coming from the Color Mapping and Metallicness, Roughness and Emissive values coming from the Material Mapping.
At the moment Mesh Transform does not have/need any plugin parameters.
Export options →
02
Mesh Particles Transform
- Geometry type
- Particles
- Max geometry
- 1 Mio
- Rendering style
- Shaded
- Status
- Experimental
Mesh Particles Transform takes Mesh objects as its transformed objects, but then represents each mesh object using particles spread over the surface of the meshes.
The density, type and size of the particles can be changed.
Export options →
03
Sprite Transform
- Geometry type
- Fuse Sprites
- Max geometry
- 1 Mio
- Rendering style
- Shaded, Flat
- Status
- Good
Sprite transform represents objects on each placement vertex with a rendered Sprite. A Sprite is a simple primitive that is calculated directly in a shader. We can render each particle in 3 different shapes: as a box, as a sphere and as a disc.
The disc is a 2D sprite, which is rendered as a 2D circle, but it can have transparency and/or a falloff to give it a soft edge.
Export options →
04
Sprite Emitter
- Geometry type
- Fuse Sprites
- Max geometry
- 1 Mio
- Rendering style
- Shaded
- Status
- To Test
Sprite Emitter will emit particles from each Placement Vertex. It can also draw a particle on every Placement Vertex as well (same as Sprite Transform). The velocity and direction of each emitter is calculated from the Transformation Mapping of each Placement Vertex.
Export options →
05
Fluid Forces
- Geometry type
- Fuse Sprites
- Max geometry
- 1 Mio
- Rendering style
- Shaded
- Status
- In Progress
Sprite Field will use a field to simulate particles in a fluid. The particles are placed at the Placement Vertices initially, but are then moved by the fluid simulation.
Export options →
06
Connection Transform
- Geometry type
- Mesh, Sprite, Quad
- Max geometry
- 100k points + 1 Mio connections
- Rendering style
- Shaded, Flat
- Status
- Good
Connection transform adds connection lines between selected placement vertices. We can adjust the distance it should try to connect to and several other parameters. We can also change the way they are drawn, between drawing them as sprites or geometries.
Export options →
07
SDF Transform
- Geometry type
- SDF
- Max geometry
- 100
- Rendering style
- MatCap
- Status
- Good
The SDF Transform Render Mode will place and transform SDFs on selected placement vertices and transform them. Since only a limited number of SDFs can be drawn at the same time, we have to select which placement vertices to place them on. You can adjust the Start and End Offset to select the range of placement vertices.
The SDFs are raymarched and normally use MatCap rendering. SDFs can also cast shadows.
Export options →
08
SDF Attractor
- Geometry type
- SDF + Fuse Particles
- Max geometry
- 100 SDFs + 1 Mio Particles
- Rendering style
- Shaded, Flat
- Status
- Good
The SDF Attractor render mode uses an existing SDF from another layer and attracts particles, which will be attracted by the surface of the SDF. The particles are emitted within a box around the SDFs.
Export options →
09
Height Map
- Geometry type
- Mesh Surface
- Max geometry
- 1
- Rendering style
- Shaded
- Status
- Good
Height Map uses a texture as displacement of a surface. It can render it inside a box, which is open on the top, so it looks like it is a fluid surface in an open box. It does not use the Mapping Result, but is very useful for visualizing texture results.
Export options →