Color Remap

This tab’s settings are primarily used to color clones - object points can also be colored using Vertex Color tags.

Make sure that Color Mode is set to Fields Color for the respective Effector and Use Alpha/Strength is disabled (Parameter tab). The elements will then be colored exactly as defined here.

the Remapping tab’s settings also apply here in that its values are used an intensity multiplier (see also Colors). If this is not desired, e.g., because another value remapping should take effect, you can, for example, create a second Spherical Field that only affects the Color channel, whose remaining settings such as Position or Scale can, for example, be linked via XPresso.

These settings don’t affect many of the Field implementations. For example, Field lists in Deformers or Selection tags that don’t know how to work with colors. Also, Fields that generate their own colors via special functions (see also Colors ) don’t necessarily require color remapping (even though it will still work).

Color Mode

No Remap

The Field will not color. The exception proves the rule: some special Fields such as the Random or Shader Fields can color without this setting.

Color

Gradient

These settings can be used if the Field values should be colored using a color or a gradient.

Color

Effect of the color orange in a Spherical Field (left) and a Spline Object Layer (right). The Spherical Field acts in a Plain Effector.

Define a color here that is assigned by evaluating the Remapping settings.

Gradient

Effect of the illustrated color gradient in a Random Field (which appears once with Noise and once completely Random). The Sphere Field is located in a Plain Effector.

Define the color gradient here, which is applied by evaluating the Remapping settings and any defined alpha component of the color gradient.