Overview
Redefine existing UVW tag or create new tag with basic projections.
Transformations are controlled with Fields falloff.
Implemented as Modifier only.
Supports Restriction tag.
Redefine existing UVW tag or create new tag with basic projections.
Transformations are controlled with Fields falloff.
Implemented as Modifier only.
Supports Restriction tag.
Time update geometry update dependency.
Default option to work with. In most cases geometry rebuilds on frame update.
Enforces to rebuild geometry at each frame update.
Restrict to rebuild geometry only in case of frame update.
If object is provided here then it and all its subtree would be used as the source of splines instead of generator's own children sub-tree.
Enabled — Source object would be hidden from both render and viewport.
Due to Cinema4D specific issues, this approach is worse than just hide object by deactivating source object's native Viewport Visibility and Render Visibility.
Geometry's generating space
Geometry is generating in local space of the generator, so it would depend to UV Reprojector object transform.
Geometry is generating in world space, so it would be independent of UV Reprojector object transform.
Handle source spline(s) controls points.
Original spline knots are taken as the source.
Same as having or making spline editable with the least points and point-tangents.
Source spline deformations are missed in that case.
Final source representation (linear spline for spline object) is taken as the source.
Same as applying Current State to Object to the source geometry.
In some cases this method doesn't give proper shape if dynamics is applied to the source geometry.
Final source representation (linear spline for spline object) is taken as the source.
This method is faster than Points and allows to get final representation of the source geometry with applied dynamics transformations.
Usually it's required to drop source into Object field and put generator lower than the source object in the Object Manager because of Cinema4D's internal calculation order.
Enabled — Explodes geometry into segments, so each segment can be mapped separately.
Material tag name.
If not provided — first available tag would be used.
Also takes target's parent tag, if direct target has no Material tag.
Target texture projection similar to ones from the
Projects the texture onto the object in a spherical form.
Projects the texture onto the object in a cylindrical shape.
Projects the texture onto the object in a planar direction
Projects the texture onto all six sides of a texture cube
Spatial mapping is similar to Flat projection. However, with Spatial mapping, the texture is pulled up and to the left as it passes through the object.
UV mapping is taken from the existing UVW tag.
With this projection type, the center of the texture is fixed to the north pole of a sphere and the rest of the texture is stretched over it. The advantage of this mapping type is that the texture meets itself at the south pole only. This avoids a seam running between the poles. Only a circular section of the texture is used, with the center of the circle corresponding to the center of the picture. The remainder of the picture is discarded.
Real world offset & size units.
Target's bounds related units.
Bind X material axis for X object axis, Y material axis for Y object axis, Z material axis for Z object axis.
Bind corresponding material axis to specific object axis.
Bind corresponding material axis to minimal object axis.
Bind corresponding material axis to maximal object axis.
Material offset vector.
Map Fields specific sampling to Position offset.
Don't apply any fields sampling, i.e. leave unchanged.
Apply field's Value sampling to position vector.
Value sampling is 1-dimensional, so it applies equally to each vector component.
Apply field's Direction sampling to position vector.
Direction sampling is 3-dimensional, so it applies per-component to the vector.
Apply field's Color sampling to position vector.
Color sampling is 3-dimensional, so it applies per-component to the vector.
Material rotation vector.
Map Fields specific sampling to Rotation values.
Don't apply any fields sampling, i.e. leave unchanged.
Apply field's Value sampling to position vector.
Value sampling is 1-dimensional, so it applies equally to each vector component.
Apply field's Direction sampling to position vector.
Direction sampling is 3-dimensional, so it applies per-component to the vector.
Apply field's Color sampling to position vector.
Color sampling is 3-dimensional, so it applies per-component to the vector.
Material size vector.
Map Fields specific sampling to Size values.
Don't apply any fields sampling, i.e. leave unchanged.
Apply field's Value sampling to position vector.
Value sampling is 1-dimensional, so it applies equally to each vector component.
Apply field's Direction sampling to position vector.
Direction sampling is 3-dimensional, so it applies per-component to the vector.
Apply field's Color sampling to position vector.
Color sampling is 3-dimensional, so it applies per-component to the vector.
This setting makes sense for Flat projection.
Technically it's just additional Rotation vector.
Map Material's three-dimensional U/V axis to specific Object's axis.
Make sure to set different values for axises.
Axis W maps automatically.
Corresponding Object's axis.
Largest, Medium, Smallest Object's axis correspondingly.
Map UVW's three-dimensional position relative to Object's size boundaries.
Enable Position quantize.
Enabled — use same quantize value to all three vector components.
Quantize offset vector.
Enable Rotation quantize.
Enabled — use same quantize value to all three vector components.
Quantize rotation vector.
Enable Size quantize.
Enabled — use same quantize value to all three vector components.
Quantize size vector.
Fields falloff to control UV Reprojector's position, rotation and size.