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Cloner

The Cloner turns a single object into a controlled distribution of copies. If you've used Cinema 4D's MoGraph Cloner, you'll feel at home; the modes map onto the same mental model.

Because every clone derives from one source object, editing the source, its geometry, material, or shader — updates every copy at once. You sculpt one thing; the pattern follows.

Selecting a cloner

The Cloner panel appears at the bottom-left of the editor whenever a cloner is selected. Along the top is a row of mode chips; below them, the controls for the current mode; and at the foot, a Transform section shared by every mode.

Cloner modes & their controls

ModeWhat it doesControls
GridClones in a 3D grid.Count X, Count Y, Count Z, Spacing
LineClones evenly along one axis.Count, Spacing, Axis (X/Y/Z)
RadialClones around a circle.Count, Radius, Orient (None/Out/In/Tangent), Face°
SphereClones across a spherical shell.Count, Radius, Align
ObjectScatters clones onto another 3D object's surface.Count, Seed, Align
DynamicA physics cloner with collision so clones can't intersect.Count, Radius, Turbulence, Turb Scale, Re-simulate

A few notes on the less obvious ones:

  • Radial → Orient decides which way each clone faces: Out (away from centre), In (toward centre), Tangent (along the ring), or None. Face° adds a rotation offset on top.
  • Object → Seed re-randomises the scatter across the target surface — step through seed values until the distribution looks right.
  • Dynamic → Turbulence / Turb Scale drive the "Turbulence Force" — an organic, jostling motion — while collision keeps clones from overlapping. Hit Re-simulate to re-run the physics from scratch.

The Transform section

Every mode ends with a Transform block that applies a local transform to each clone: Pos X/Y/Z, Rot X/Y/Z, Scale, and an Incremental toggle.

The Incremental toggle

This is the important one. With Incremental off, the transform is applied uniformly — every clone gets the same offset (e.g. Rot Y 30° rotates them all 30°).

With Incremental on, the transform is applied progressively along the sequence of clones — the first clone gets a little, the next a bit more, and so on. So:

  • Rot Y + Incremental → a spiral (each clone rotated a step further than the last).
  • Scale + Incremental → a taper (clones shrink or grow across the array).
  • Pos + Incremental → a drift (clones fan out progressively).

If you know Cinema 4D, Incremental is Facet's built-in equivalent of a Step Effector — a way to add progression across the clones without a separate effector object.

Practical tips

  • Start from a light source object. Clones multiply both the look and the geometry cost — a heavy source becomes a very heavy scene fast. Model the single object cleanly first.
  • Combine with depth of field (Shaders & effects) to keep a large array reading as a photographed scene rather than a flat wall of copies.
  • Dynamic + Turbulence is great for product "confetti" or scattered-part hero shots where you want life without hand-animating anything.
  • Because clones inherit the source's material and shaders, apply them to the source and they propagate everywhere.

Facet™ — Intuitive Dimensions.