Deformer
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.
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| From left to right: Object mode, Polygon mode, Point mode; the polygons in the center and right images have been disconnected. |
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.
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| From left to right: Increasing Spline Effector strength in Point deformation mode. |
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:
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| The Effector’s falloff (here using a Plane primitive) is defined using a radius around the particle. |
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.