Understanding the concept of mograph effectors has been and is still difficult. namely shader, plane, random, and the use weight maps within them. There isn't a single editable polygon anywhere in this comp, everything is a primitive which makes fine tuning once all the effectors are on really easy and time saving. This one combines a few cloner & effector techniques, but was more concentrated on achieving a plastic/glass looking frosted material and getting the overlaps to really show where the objects intersect. Planning on using similar styled material on an upcoming project. Just wish rough reflections weren't such a render hog on Physical.