Does anyone have a formula for the Mograph Formula Effector that gives similar results to the default ripple formula found in the Formula Deformer?
TIA
JeremyW
Does anyone have a formula for the Mograph Formula Effector that gives similar results to the default ripple formula found in the Formula Deformer?
TIA
JeremyW
Hi,
it’s actually not much different. The thing is, as you don’t have a single mesh, you can’t operate on UV space (please somebody correct me, if i overlooked something). Instead we’ll work with the clone positions.
Here’s the default Formula Effector formula:
sin(((id / count) + t) * f * 360.0)
And this from Formula Deformer:
Sin((u+t)*2.0*PI)*0.2
Note, they are already quite similar, basically a sine (lets ignore the trailing *0.2 in Formula Defomer for now, it simply scales the output value). Next think to ignore is one formula written with degrees (*f*360.0), the other with radians (*2.0*PI). What remains is the sine: sin( (A + t) * ignored) * ignored. In the one formula A is “u”, in the other A is “(id / count)”. As mentioned before, we are dealing with clones instead of a single object. Obviously the clone ID won’t get us far, as it is only loosely position dependent. Instead we’ll look for a replacement for u. u (as part of the UV coordinates) is in the range 0…1 (quite handy for the sine). In my example I took the clone position or rather distance. The distance is sqrt(px*px+pz*pz), but the distance is not between 0 and 1 but anything else. So, here we’ll get a dependency with the size, by which we divide the result of the square root.
Long story short, in my example the cloner spreads the clones onto a plane 400cmx400cm (equivalent to the plane), thus the “radius” is 200.0.
And my formula is:
sin(( sqrt(px*px + pz*pz) / 200.0 + t) * f * 360.0)
It’s just (id/count) got replaced by sqrt(px*px + pz*pz) / 200.0.
test_fomula_effector.c4d (234.9 KB)
I hope that made sense.
Cheers