The following options are available, depending on how an Effector should affect objects:
No deformation will take place.
The objects as a whole will be affected.
Each object point will be moved individually.
Each polygon will be affected individually using its own polygon coordinate system.
For demonstration purposes, a Random Effector was used in the example below. Each polygon’s position was changed individually.
The Spline Effector can be used to transform objects along splines (as long as the splines are subdivided sufficiently). The following example was created using a parametric Torus primitive.
You can also apply an Effector in its basic form (e.g., a Shader Effector with no shader, only position transformation) whose falloff is defined using particles:
As you can see, the number of possible combinations is practically endless. All we can say is Experiment, experiment … and experiment some more! There is a lot to discover by simply playing around with the different settings.
See also Deformation tab.