Sphere Push
Metaball-like bulging spheres arranged in a grid. Each sphere pushes the mesh surface outward with a smooth cosine falloff, creating soft, dome-shaped protrusions. The effect is similar to pressing round objects against a sheet of rubber from behind.
Parameters
Amplitude- Sphere protrusion height in mm (0–20). Controls how far each sphere dome pushes the surface outward.
Count U- Number of sphere columns around the circumference (2–20). Controls the horizontal spacing.
Count V- Number of sphere rows along the height (1–12). Controls the vertical spacing.
Sphere Radius- Sphere falloff radius relative to cell size (0.1–1.5). Controls the footprint of each sphere. Values above 1 cause neighboring spheres to overlap.
How It Works
Sphere Push places virtual sphere centers at the midpoints of a regular grid. For each mesh vertex, the effect computes the distance to the nearest sphere center. If the vertex is within the sphere radius, it is pushed outward along the ring normal using a cosine falloff — maximum displacement at the center, smoothly tapering to zero at the sphere boundary.
The result is geometrically distinct from Radial Blob: Sphere Push uses a true spherical distance function, while Radial Blob uses separate U/V cosine falloffs. Sphere Push produces more uniformly round bumps, while Radial Blob allows independent U/V shaping.