Modifiers
The Boost Modifier is basically an enhanced version of a Boolean object or modifier. The idea is to use one mesh to regionally change the properties of another. However, instead of completely cutting out or adding to a mesh, it scales the properties by some factor that may vary spatially either through a function of space or a texture.
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In the example below a sphere contains a complex mesh structure which has a Boost Modifier that is linked to the spherical mesh. In the first rendering below, the boosting factor was set to zero, such the sphere is hollow in the region of the boosting mesh.
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In the second examples, the boosting factor for the density was set to 2, enhancing the density by that factor.
The Boost Modifier is applied to the mesh to is meant to change another, in this case the inner mesh. Note that more than one boosting mesh can be applied to the main mesh.
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Parameters:
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Name: If multiple Boost Modifiers are used, make sure to name them adequately for ease of identification.
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Enabled: When deselected, the modifier will not be applied.
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Boost: This is the boosting factor that is applied to the main mesh. It can be a mathematical expression and function of the main variables such as n (density), T (temperature) or P (pressure). Note that these are the properties of the boosting mesh object, i.e. they relate to the modifiers within the boosting object itself.
To make the hollow structure above, this factor was set to zero (0) and 2 for the enhancement of the structure. If set to "n" as shown, the factor is taken from the Density modifier in the boosting object. This may be a function of position, including the texture. This allows for a complex manipulation of the region covered by the boosting object.
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Variable: From this drop-down list select the variable upon which the boosting shall act on in the main object. Note that this is different from the variables in the Boost factor.
Operation: Select the operation that the Boost Modifier shall perform on the main object. You can select from Scale, Add and Replace.
Applied Object: From the drop-down list select the objects on which the Boost modifier shall act on. Several objects may be chosen.
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Hide itself: Generally the boosting object is used only to act upon other meshes, but is not rendered itself. This may, however, not always be the case. So, if the boosting object is a rendered object in itself, disable this flag, such that the boosting mesh itself is rendered, too.
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