Everywhere an effect has a spatial expanse it can be helpful to have it begin either abruptly or incrementally when elements enter its field of influence (in the following referred to as "field of influence"). With exception of the shape of this field, this is exactly what the parameters in the Falloff tab do.
Falloff effects can affect the following elements:
Don’t let it bother you that most of the following examples were created using MoGraph Effectors. This way the mode of operation of the Falloff parameter can be better demonstrated, e.g., using Particles.
Contrary to the MoGraph Effectors for which, for example, the falloff effect takes place on deminishing clone expansion and position, the falloff effect for particle modifiers affects the force field, and for deformers it affects the deminishing movement of object points.
The range of an Effector’s field of influence is displayed using the following colors:
The falloff type Noise is somewhat different:
Here you will find a series of display cubes:
Example: MoGraph Effector
If you animate an Effector to pass through a group of clones, the falloff settings can be used to create soft transitions between areas not affected by the Effector and areas affected by the Effector.
The Shape defines the shape the field of influence will have.
You can select from the following:
No falloff will be applied to the strength of the field of influence. The Effector will affect the entire scene with full strength.
The corresponding shape will result.
This option only affects the Joint object. If None is selected, the Joint object will have no falloff.
This option is used to assign a three-dimensional noise with values ranging between 0 (red) and 1 (yellow) and applies the falloff accordingly. A preview of the noise will be displayed in the Viewport within the effector preview’s cut plane. The plane can be moved (see description for the corresponding setting below). The noise will, of course, be continued in all directions beyond the preview.
Falloff will take place along the field of influence’s Z length. The following applies: Full strength in the negative Z direction, no strength in the positive Z direction.
Basically Splines, particles or polygonal objects can be used and the effect will take place within a certain distance surrounding the spline or particle (or around the object points in the case of polygonal objects).
Inverts the falloff. Regions with a maximum effect will be given a minimum effect and vice-versa.
Use this setting to turn the field of influence visible radius on or off.
This parameter is not available for all object types (e.g., particle modifiers).
This value represents a general multiplier for falloff, which is not restricted to the falloff expansion, i.e., the Effector’s effect can be expanded or restricted via the Effector limits in the Viewport. This parameter is important when used in conjunction with the clone weight. As soon as the Effector should exclusively affect clones, Weight must be set to 0 (more information regarding clone weight can be found here: Weight Transform).
If the values defined exceed 100%, clones outside of the Effector will also be affected accordingly.
Use this setting to define the three-dimensional size of the field of influence.
This value defines the radius of a volumetric space around each object (Particle, Spline, Clone, object point). The field of influence affects this space and the Clones within it.
Drag the object with which the field of influence should be defined into this field. Currently one of the following can be used:
For Splines: Sample Detail defines the accuracy with which the sample points will emulate the shape of the Spline. Very large values will take longer to calculate but will replicate the shape of the spline exactly.
This is where you can define the modifier’s offset in the X, Y and Z directions. This is important for the fields of influence (primarily the particle modifiers), which work towards a center point, as is the case with the
Some Shape options include this parameter, which lets you define the direction in which the field of influence should be directed with regard to the (force field’s) object axis.
With almost any rotational symmetrical fields of influence you will only be able to include a segment (piece of the pie) of the given object between 0° and 360°.
When Shape is set to Torus, this setting lets you define the radius.
Use this setting to scale the entire field of influence (careful: only useful Shape settings such as Sphere, Cube, Cylinder, etc. will have an effect), including falloff and the corresponding radii.
Use the Falloff setting to define the radius (red) within which falloff should have an effect. The field of influence will be full strength ranging from its center to this (red) radius. The field of influence will fall off to zero from the red radius to the yellow radius (Scale).
If Falloff is set to zero, the field of influence’s strength (with the exception of the Falloff function, Step). will be full strength within its overall size (yellow radius: Scale). If Falloff is set to maximum, a transition, that can be adjusted via the Falloff function, from the field of influence’s center (max) to its overall size (Scale(min)) will take place.
These parameters are only available for reasons of compatibility when scenes created in previous versions of Cinema 4D are merged. Both parameters will be set accordingly to ensure the same effect is achieved as in the original scene.
Here you can define exactly how the falloff should take place.
Normally, the falloff value lies between 0 and 1. This setting is acceptable for most areas of use: Let’s say you set an Effector’s P.Y value to 200m. The strength of its effect is strongest at its center so the Clone will be located at P.Y=200m. There are times, though, when you want to define larger values, independent of the Falloff value. To do so, deactivate the option and the resulting effect within the effective falloff will be increased dramatically.
Using this method, you can create interesting controlled explosions:
This and the following setting (incl. that of the Display Options sub-menu) will be displayed if you set Shape to Noise.
Here you will find a list of known Cinema 4D Noise types.
Enter different values for other random noise distribution (see also Seed Values).
Use this setting to scale the 3D noise. More information about scaling noise interactively can be found here.
This setting can be used to scale the 3D noise along its 3 axes. See also here for changing the size interactively.
If you want the noise to "billow", adjust this value to define the speed with which this happens.
These settings can be used to create "plateaus". Grayscale values less than or greater than these clipping values will be cut off and colored black or white (which correspondingly none or maximum effect).
These settings are designed to control the noise preview in the Viewport. You can get a visual impression of the spatial effect of the selected noise.
If these settings are modified, the Effector’s output is not affected.
Use these settings to define which cut planes should be displayed in the Viewport.
This setting defines the size of the noise preview in 3D. This only affects the noise preview and will not change the Effector’s effect.
More information about scaling noise interactively can be found here.
Use this setting to define the cut plane’s display quality: the higher the value the finer the resolution (quality) will be.
You can custom-define a falloff using this spline curve. Define the falloff that will take place between the red (falloff begin) and yellow (max. effect range) radii.
How to use this graph is explained here.
For the Shape noise, the spline defines how the internal 3D noise will control the falloff’s effect. Imagine the noise as a 3D grayscale gradient. The spline (X axis grayscale value; Y axis weighting) defines how the grayscale values should be converted to weighting.
If the falloff you defined using the spline curve should take place over time, enter a value greater than 0 here. A value of 100% represents a one-second cycle.
When in Capsule mode these sliders can be used to define the capsule’s top and bottom radii.