Field/Effector creation:
Cloner (top bar) icon → Matrix (a martix plane formed) →
Mograph (top bar) → Effector → Plain → Falloff (Bottom R Plain menu) → Linear Field (or double click to create a new field), a stair matrix created
Can drag Linear Field layer out of Plain layer (unlink its parenting), if don’t want to move Effector when moving Field object
OR
Create (top bar)→ Field → Linear Field
Drag the Linear Field in Plain Falloff box (to link its parenting)
Parameters for the Field:
In Linear Field layer menu,
Remapping (e.g. stairs steps, to Change Field’s shapes type)
Field → Type (spherical, cone, cylinder, capsule....)
OR
Falloff → click the small triangle icon of first box to open the types option:
Animation in Remapping:
Contour →Choose 1 of the mode (e.g. Curve) → adjust Spline Animation speed, Offset, and Range
Color Remap (change color):
Color mode: Color or Gradient. Double click the color box to open the color Platte
Blend 2 Fields in the Plain:
Add another Field on Falloff in Plain layer:
Top layer will cover the bottom depends on what blending mode is (e.g. Max: add 2 fields together; Normal: top field cover bottom; other options like Subtract, Overlay....)
Other shape Transformation tools applied on objects:
Bend (top menu) → Displacer (child under wanted object)→ In Displacer menu, Object (adjust strength and height), and Shading → Shader (click arrow) → Noise → In Shader Properties, Noise: Turbulence
In Displacer, Falloff → Add Spherical Field or other Field that suitable (then can add keyframe of Position on the created Field that pass by the object to create like wind blowing effect) 17:10-18:20
More way to generate Animation (through Field’s Filter or special layer):
e.g. in Displace layer, Falloff → 2nd box at the bottom is Field’s Filter → Open it and choose Time and add on the Field → After added (press F8 can see animation created already), can adjust Shape, Rate and Offset in Layer Controls of the animation
Another Filer: Point Object:
Create a Cube, make it invisible (click on dots, not Tick/Cross in the layer) → In Displacer Falloff,
click Point Object (mouse cursor will become a finger)→ click the finger on the cube (either on screen)
OR simply drag the Cube layer into the Falloff Box →
Point object will add in Falloff Box named as “Cube”
Set different Mode (Point, Surface, Volume) in Layer Control to see the effect of the Cube on the Object upon overlapping them
Particle System as Filter on Object:
Simulate → Particles → Emitter → Particle (in bottom R) → Birthrate Editor, Renderer: 50, Speed Variation 40%
→ Emitter (Angle Horizontal/Vertical: 50 degree), adjust Emitter position on screen
Drag the Emitter layer in Falloff box of Displacer →Choose Particle Object → Emitter collision applied on object when hit play
Transform from object A to B:
Add Subdivision Surface (top menu next to pen tool)
Create a Sphere (as object A) and a Platonic ( as object B),
add them into Subdivision Surface (Platonic on top of Sphere)
Bend → Shrink Wrap (add in Sphere layer) → Falloff → Add Linear Field
Drag Platonic in Shrink Wrap menu → Target Object
Now when let Linear Field/ Shrink Wrap pass through Object, it transforms from A to B
To invert the action: Falloff → Add a Modified Field Layer (3rd box next to Field Object and Field Filter) → Choose Invert → Will apply in the Falloff box
To delay the action with jiggling effect after passing by: Add Delay Modifier in Falloff box → Layer Control of Delay: Mode: Spring, boost Effect Strength (about 80%)
Intrusion on plane:
Create a Plane → change it to a polygon (C key) → Select (Top bar menu) → Set Selection (make all points editable)
Bend (top icon) → Bevel → place in Plane layer → In Bevel layer menu, Component Mode: Polygon → Polygon Extrusion option shown: adjust Extrusion and Max Angle
Create Vertex Map (a Map which every point stores a value which can be change between 0 to 100%) :
e.g. Create a Torus object → Duplicate a Torus and move it intercrossing to old Torus (Hold Ctrl +Drag move tool on Torus)
Volume (top menu) → Volume Builder → Drag Torus layer under it → Voxel Size: 4cm (i.e each editable point distance, smaller value, more editable points) → Drag 2 Torus in its layer
→ Click and Add SDF Smooth layer (A Filter) in Volume Builder Object box → Adjust Smooth Filter Voxel Distance and Iterations to 3 and 2 (make the whole object smoother)
Volume → Volume Mesher → drag the Volume builder Group in it → Select Volume Mesher layer, press C, make object editable →
Select Points mode icon (L bar, cube with 2 pts icon) → Select (top menu) → Set Vertex Weight (e.g. 0%, the object turns red, a Vertex Map tag created in the layer)
OR
After select the Mesher layer → Character → Paint tool (I can’t find so I type it at top R microscope) → Paint Mode: Choose Vertex Map → Opacity: 0% → Apply All (All points on the object are stored)
To paint/choose the stored points on specific area on the object:
double click Vertex Map tag created on Mesher layer → Change Opacity to 100%, paint on the screen where we want to start infection
To apply Infection effect by Vertex map:
Click on Vertex map → Tick Use Field (open Field box, Freeze modifier is in default ) → Click on Freeze in box top open Layer Control → Mode: Grow (adjust radius and effect strength) → press F8, will see the color change from red to yellow (solver/infection effect)
Change Material with Vertex Map help:
Create Material → New PRB Material (bottom L) → Reflectance: change Layer Color → Duplicate Default Diffuse (Hold Ctrl and Drag)
Assume Diffuse 1 is infection color, change Diffuse 1 color different from Default Diffuse layer
Then in Diffuse 1 layer, open Layer Mask (under Layer Color) → Texture → Effects → Vertex Map
→ click on the Vertex Map just chosen → Drag the Vertex Map tag created previously on the Shader Properties
Apply the infection on Hair/Clone...
e.g. Simulate → Hair Object → Fur
On Fur menu → Drag Vertex Map tag in Density (in Object of Fur menu)
Apply on Emitter...
Simulate → Particle→ Emitter
Adjust Birthrate Editor, Start/Stop Emission (in Particle), X/Y- Size, Angle H/V (in Emitter)
Type Pain Tool on the Volume Mesher (Tick User Fields → Drag Emitter layer in Field Box of Vertex Map Tag, delete Freeze Modifier, add Decay modifier)
Open PBR material, drag Vertex Map in Shader Properties in Layer Mask (same steps as before)
To make emission more natural:
in Volume Mesher layer, Add Random Field in Vertexmap Tag →
Random Mode: Noise, Noise Type: Turbulence →
Set Random Field Blending as Overlay
With the Help of Fields inside of Volumes:
Torus volume:
Volume (top bar) → Volume Builder
Create → Field → Torus Field
Drag the Torus Field in the Volume Builder layer Object Box → In Builder Object menu, reduce Voxel size to 5cm (make the object sharper)
Open Torus Field in the box, boost size in Coordinates to make the shape as a full Torus
Random mesh volume:
Create Volume Mesher, Volume Builder and Random Field and parenting the Mesher at top:
In Volume Builder: Drag The Field in Object Box → open the Field and boost its size (e.g. xyz each as 300cm)
Choose Volume type option: Signed Distance Field, Fog, Vector
In Volume Mesher: Adjust Voxel Range Threshold and Adaptive values in Object menu