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
| Mode | What it does | Controls |
|---|---|---|
| Grid | Clones in a 3D grid. | Count X, Count Y, Count Z, Spacing |
| Line | Clones evenly along one axis. | Count, Spacing, Axis (X/Y/Z) |
| Radial | Clones around a circle. | Count, Radius, Orient (None/Out/In/Tangent), Face° |
| Sphere | Clones across a spherical shell. | Count, Radius, Align |
| Object | Scatters clones onto another 3D object's surface. | Count, Seed, Align |
| Dynamic | A 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.