3D & SimulationCloners
Particle Cloner
Binds clone transforms to a live particle system, one clone per particle.
The Particle Cloner puts a piece of geometry on every particle of a wired Particle System, so cloner effectors can shape a particle cloud.

- Max Clones, Use Particle Color
- Found in the node graph under Cloners → Cloners
The image on the right is the example patch itself. Drag and drop it onto the app, or load it with File → Load, to open the full graph. A default Particle System drives the clones.
Inputs and outputs

| Port | Type | Purpose |
|---|---|---|
| Source | Surface | The geometry to repeat. A texture here makes billboard quads. |
| Particle System | Texture | The Particle System's Output. |
| Effector 1 … 4 | Effector | Cloner effectors; the four ports concatenate. |
| Origin Object | Surface | A Null to parent the array to. |
| Surface | Surface | The array. |
Parameters
- Max Clones (default 1024).
- Use Particle Color (default on).
Per-clone block
- Source Sequence — with several sources wired: Cycle (round-robin) (default), Blocks (even split), Random, Per Row, Per Column.
- Clone Scale X / Y / Z and Clone Uniform Scale (0.01–10, default 1), Clone Rotate Heading / Pitch / Roll (default 0).
- Billboards Face Camera (default on) — for texture sources.
- Position X / Y / Z, Rotate Heading / Pitch / Roll, Scale X / Y / Z, Uniform Scale — the array's own transform.
Every slider has a per-parameter animation bar, so it can be animated, audio driven, or MIDI mapped.
Examples
Boids — a system with a Curl Noise Effector, a small Cone source.
Troubleshooting
Only some particles have clones — raise Max Clones.