All posts by halim

After graduating as a telecommunications engineer in 1995 I turned on a old SGI in a photo studio I was intern at as IT Manager and this old 4D 25 had a Softimage license, this where it all began. After 20+ years of production experience, I held a lot of different positions that made me a Generalist with a strong Creature and Lighting TD background.

Control Scattered Instances Rotation

In this short video, I’ll show you how to drive scattered objects rotation to have them pointing towards the camera.

Scatterers attributes can be bind to colors and maps. Therefore, in Clarisse, scattered objects behavior can be controlled in many different ways.

In this tutorial, you’ll get to know how to create and edit inputs of a scatterer within the material editor and how to use this graph representation to easily look for the needed nodes – in this particular case, TextureUtility and TextureVectorToEuler nodes – in order to achieve the desired result.

Driving scattered instances color

In this short tutorial, I’ll share with you some efficient tips in order to drive the properties of individual scattered instance. There are several ways to drive scattered instances in Clarisse. But, the question is:  how do we drive scattered instances individually depending on their position?

This video will first show you how to use TextureSupportColor and InstanceColor nodes to drive the color of each scattered instance.

Then, given that some attributes of the scatterer itself can be color/texture driven, it will walk you through some ways of using TextureSupportColor node to modulate these attributes over each  individual scattered instance.

Among other things, this tutorial goes over many tips like color channels masking and output using the TextureReorder node to change color driven attributes without changing attribute values themselves.

Clarisse Attribute Editor’s Secrets

Clarisse Attribute Editor is truly a central piece of the workflow
This is the place where you edit and tweak your items.

Like in any other software, Attribute editor allows you to change any object’s attribute values in single or multi selection modes.

But this widget is a lot more than that. It displays a lot more information than just attributes names/values.

It can be manipulated in many different ways and is actually a lot more handy than just a key/value editor.

I prepared this little tutorial video to walk you through its subtleties. Hopefully it will give you a better vision of how powerful can be this widget.

Clarisse 3.0 improved fur interpolate object

Clarisse 3.0 improves its fur interpolate object. It now allows to grow fur along guides using two growth behaviors that can be blended.

The fur interpolate object of Clarisse 2.0, didn’t provide any other choice than using full guide length to interpolate furs.

Now we can control fur length within Clarisse, which means that different alembic files are not needed anymore to get different fur length variations.

Fur length can of course be controlled by any map type, file or procedural. It can also be animated, therefore we can now grow fur based on one single GeometryAbcFur within Clarisse.

New texture driven Point Cloud generation!

Clarisse 3.0 (Pegasus) introduces a new point_uv_sampler  geometry that samples the UV values of the geometry support in UV space which makes it much faster and way more efficient than the point_cloud that does this evaluation in 3D space.

point_uv_sampler is not meant to replace the point_cloud.
As already mentioned the point_uv_sampler samples the UV colors of its geometry support in 2D space and as a consequence it can’t take any other scene object than a single mesh as geometry support unlike the point_cloud that can use a combiner.

This is the flip side of the 2D space evaluation but its advantage is that the point_uv_sampler will be much faster in evaluating its density according to UV colors.

Unless you really need to use combiner or any other scene object than a single mesh as a geometry support, the point_uv_sampler brings a significant gain of performance.

3D View: Managing item visibility

Clarisse introduces new concepts such Images (+layers) Contexts and Groups that aren’t found in any other 3D DCC application. They are intrinsically linked to visibility management in Clarisse and as they are unique they can be confusing for new users.

“The first time I opened the content project “city.project”, there’s one thing I found awkward: each time I was picking geometry, my 3D View was automatically updated as if my camera was being teleported to another location.”

Of course, the explanation was pretty simple: my 3D View was set to Context mode. To be honest, it took me a while to completely master these different modes as they are very unique to Clarisse. It took me slightly longer to get used to the Context concept but, strangely, contexts are now so important in my workflow, I can’t imagine myself working without them anymore…

I’ve prepared a little video which gives an overview of the different 3D View display modes. Hopefully it will help new comers to grasp these fundamental concepts faster.  As a bonus at the end of the video, I introduced the brand new Isolate mode which appeared in Clarisse Pegasus (3.0) version..

Clarisse’s secret series: The selection

Clarisse has been designed to offer web/file browser like navigation. It can be pretty awkward as it’s pretty unusual for most 3D DCC applications. This is why there’s a large tool bar right under the application menu which displays the current selection pretty much like how a web browser displays the URL of the site you’re currently browsing.


This navigation toolbar and generally speaking Clarisse’s selection handling are some of the things most users seem to miss surprisingly.

Enough talking, I prepared a 2 mins video covering everything there is to know about Clarisse selection, selection navigation and an overview on how to link multiple widgets together using selection slots.