(Blender 3.6.2+)
This modifier will be remade from scratch for the upcoming Clay 4.Doh update.
The Clay Text tool works with all fonts and languages supported by Blender.
Make sure you have added Clay Doh as an Asset Library. Not sure how? See this.
Add any simple object in the viewport, like Plane. (Press Shift+A and select “Mesh > Plane”).
Drag-n-drop the ‘Clay Text GN’ asset from the Asset Browser on to your object.
Select the modifier from the Modifiers tab. It should have a blue outline.
Now, open a Geometry Nodes Editor window and here you will find 2 nodes for Clay Text. (If you can’t find the nodes here, simple press ‘Home’ on your keyboard which will find and focus on the nodes)
The parameters from the nodes are explained below.
To “apply” the modifier, first make sure that ‘Realize Instances’ is turned on in the Clay Text node. Then, right-click on your object and select “Convert To > Mesh”.
For the Text demo, I have been using the font called 'Best School'. It is not included with Clay Doh as I am not allowed to repackage or redistribute it. It can be downloaded here (for personal use): https://www.dafont.com/best-school.font
Overflow allows the text to use more space than the specified height. The width of the output is still constrained by the Max Width input though.
Scale To Fit scales the text size to fit the width and height.
Truncate only outputs text characters that fit within the width and height, based on the Size input. Any part of the string that did not fit is moved to the Remainder output.
Left: Aligns the text to the left.
**Center:** Aligns the text to the center.
**Right:** Aligns the text to the right.
**Justify:** Aligns the text to the left and right.
**Flush:** Aligns the text to the left and right with equal character spacing.
Top Baseline: Aligns the text to the top baseline.
**Top:** Aligns the text to the top.
**Middle:** Aligns the text to the middle.
**Bottom Baseline:** Aligns the text to the bottom baseline.
**Bottom:** Aligns the text to the bottom.
Midpoint: Place the pivot points at the center of each character’s bounds.
**Top Left:** Place the pivot points at the top left of each character’s bounds.
**Top Center:** Place the pivot points at the middle of the top of each character’s bounds.
**Top Right:** Place the pivot points at the top right of each character’s bounds.
**Bottom Left:** Place the pivot points at the bottom left of each character’s bounds.
**Bottom Center:** Place the pivot points at the middle of the bottom of each character’s bounds.
**Bottom Right:** Place the pivot points at the bottom right of each character’s bounds.
String: Click on this field and enter the text that you want to turn into Clay. The text can be typed on your keyboard or copy-pasted from another source.
Size: The size of each character. (Different from the object’s Scale)
”Scaling” the text via this parameter will respect the Clay Doh shader’s Scale.
A small ‘Size’ value will make the text look like it was made with very small pieces of clay by tiny hands. A large ‘Size’ value will make the text look like it was made by huge chunks of clay, with lots of normal-sized hands.
A factor by which the space between each character (kerning) is scaled on the X axis.
A factor by which whitespace between words is scaled on the X axis.