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Create Generative Motion Graphics with flexibility and speed.

Connections

The Connections Group manages how the nodes are linked together.

Define relationships between nodes with several modes and options or script specific links. Use the new distance algorithms to animate dynamic connections. Render wireframes, growing lines, curved lines with oscillating tangents or draw an abstract line painting.
Connections Method -  This pop-up menu lets you choose a particular connection algorithm to render lines or curved lines between nodes.


Random - Tosses a couple of points randomly and then verifies their distance before connecting them. Notice that if you want to avoid the distance in the equation, just set a very high value for the Max Distance parameter and adjust the amount of connections with “Max Connections.”

Connectivity - This parameter affects the way the distances between the points are evaluated. This option is useful to deform a mesh or a grid with the oscillator without disconnecting the points.
  • Dynamic - The distance algorithm considers every transformation created by the Oscillator Group or the Displacement parameter (Form from Image).
  • Static XYZ - Only the original point positions defined by the original form are evaluated in the distance calculation.
  • Static XY - Only the original X,Y position axis of the points defined by the original form are evaluated in the distance calculation.
Random Seed - changes the seed of the random generator.
Min Distance - sets the minimum distance between 2 points to generate a connection.
Max Distance - sets the maximum distance between 2 points to generate a connection.
Max Connections - controls the amount of connections.




Text Script - This method allows you to connect the nodes by typing their indices in the Script editor box. To display the nodes indices, be sure to enable Render Text and then select Index by Number in the Text Source pop-up menu of the Text Group. The first index number of a line will be the parent node, followed by all the children indices to be linked. You can enter as many lines as you want. Separate each index with a space, and do not place a space at the end of a line.
Example:  1 10 9 8 7 6
Connect the node with index 1 (parent) to those with the 10, 9, 8, 7, and 6 indices (children).




Serial - Provides serial connections between nodes. Everything is connected in a single line.

Loop Steps - Changes the step size of the loop. For example, with a default value of 1, every point is connected to the next. With a value of 5, only one point along 5 is connected. This parameter is interesting when creating spread connections.
Tip:  To connect the points located at the inner and outer radius of a circle or a sphere (like the “Double Sphere” Preset), enable the Align Even/Odd option in the Form Group and set the Loop Steps to a value of 2.  




Stick to a Point - All nodes are connected to a parent point you decide upon.

Parent Point - This parameter lets you set the index of the Parent Point. To display the nodes indices, be sure to enable Render Text, then select Index by Number in the Text Source pop-up menu of the Text Group.




Free Position - This mode lets you set the custom 3D position of a “virtual point” where all nodes will connect. This is particularly useful if you want to follow an object or a marker in a video sequence with tracking, or when freely animating the attached point of the nodes.

When the
Primitive menu of the Line Group is set to Curved Lines or Tubes, additional position parameters will appear to setup the Control Point Position of the “virtual point” tangents driving the curves.

In After Effects, each 3D position (Free Position and Curve tangents) can be automatically attached to a new AE Solid Null object thanks to the “Create AE Null and Attach” option. When open, this parameter displays a button that lets you run an embedded AE Script that automatically writes the necessary expressions in the corresponding properties.
Tip:  In the After Effects timeline, setting the Name Column to “Layer Name” will display the created Null as “Null (index) Nodes Free Position” or “Null (index) Nodes Curve Control.”




Distance - Connect the points according to a minimum and maximum distance between them.

Connectivity - This parameter affects the way the distances between the points are evaluated. This option is useful to deform a mesh or a grid with the oscillator without disconnecting the points.
  • Dynamic - The distance algorithm considers every transformation created by the Oscillator Group or the Displacement parameter (Form from Image).
  • Static XYZ - Only the original point positions defined by the original form are evaluated in the distance calculation.
  • Static XY - Only the original X,Y position axis of the points defined by the original form are evaluated in the distance calculation.
Min Distance - Sets the minimum distance between 2 points to generate a connection.
Max Distance - Sets the maximum distance between 2 points to generate a connection.
Quality - Offers two different algorithms optimizing speed or quality for the evaluation of the distance.




Triangulation (OBJ Only) - This option is only available for rendering wireframes when importing 3D Models (Form menu of the Form Group). Connections are established reading the face-information in the OBJ file, reproducing the original model wireframe.

Hidden Lines - An option to hide the lines located behind the form or the closest faces. Lines are hidden by a default black mask. Applying a “Screen” compositing blend mode to the host’s layer, clip, or track containing the Nodes plugin, lets you make the mask transparent and unveils the visible lines only. Notice that the Hidden Lines option will force the Primitive menu of the Line Group to “straight Line” and will disable all Curved Lines or Tubes properties.
The Hidden Line rendering is performed with OpenGL and may be rough depending on the graphics card model, especially with distant and tiny forms.

Mask
offset - Adjusts the position of the lines mask.
Mask Color - Sets the color of the mask.
Mask Opacity - Controls the opacity of the mask.