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.

Object properties

Frame Dependent

Time update geometry update dependency.

Auto

Default option to work with. In most cases geometry rebuilds on frame update.

Local

Enforces to rebuild geometry at each frame update.

Global

Restrict to rebuild geometry only in case of frame update.

Object * exist for Generator only.

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.

Hide * exist for Generator only.

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.

Space * exist for Generator only.

Geometry's generating space

Local

Geometry is generating in local space of the generator, so it would depend to UV Reprojector object transform.

Global

Geometry is generating in world space, so it would be independent of UV Reprojector object transform.

Shape

Handle source spline(s) controls points.

Knots

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.

Points

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.

Cache

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.

Explode Segments

Enabled — Explodes geometry into segments, so each segment can be mapped separately.

Tag Name

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.

Projection

Target texture projection similar to ones from the Material tag.

Spherical

Projects the texture onto the object in a spherical form.

Cylindrical

Projects the texture onto the object in a cylindrical shape.

Flat

Projects the texture onto the object in a planar direction

Cubic

Projects the texture onto all six sides of a texture cube

Spatial

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.

UVW

UV mapping is taken from the existing UVW tag.

Shrink Wrap

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.

Units

Real

Real world offset & size units.

Relative

Target's bounds related units.

X Size Ref.

Y Size Ref.

Z Size Ref.

Self

Bind X material axis for X object axis, Y material axis for Y object axis, Z material axis for Z object axis.

X, Y, Z

Bind corresponding material axis to specific object axis.

Min

Bind corresponding material axis to minimal object axis.

Max

Bind corresponding material axis to maximal object axis.

Position (P.X P.Y P.Z) -∞..+∞ m

Material offset vector.

Fields

Map Fields specific sampling to Position offset.

None

Don't apply any fields sampling, i.e. leave unchanged.

Value

Apply field's Value sampling to position vector.
Value sampling is 1-dimensional, so it applies equally to each vector component.

Direction

Apply field's Direction sampling to position vector.
Direction sampling is 3-dimensional, so it applies per-component to the vector.

Color

Apply field's Color sampling to position vector.
Color sampling is 3-dimensional, so it applies per-component to the vector.

Rotation (R.H R.P R.B) -∞..+∞ °

Material rotation vector.

Fields

Map Fields specific sampling to Rotation values.

None

Don't apply any fields sampling, i.e. leave unchanged.

Value

Apply field's Value sampling to position vector.
Value sampling is 1-dimensional, so it applies equally to each vector component.

Direction

Apply field's Direction sampling to position vector.
Direction sampling is 3-dimensional, so it applies per-component to the vector.

Color

Apply field's Color sampling to position vector.
Color sampling is 3-dimensional, so it applies per-component to the vector.

Size (S.X S.Y S.Z) -∞..+∞ m

Material size vector.

Fields

Map Fields specific sampling to Size values.

None

Don't apply any fields sampling, i.e. leave unchanged.

Value

Apply field's Value sampling to position vector.
Value sampling is 1-dimensional, so it applies equally to each vector component.

Direction

Apply field's Direction sampling to position vector.
Direction sampling is 3-dimensional, so it applies per-component to the vector.

Color

Apply field's Color sampling to position vector.
Color sampling is 3-dimensional, so it applies per-component to the vector.

UVW Axis

This setting makes sense for Flat projection.
Technically it's just additional Rotation vector.

Map U to, Map V to

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.

X, Y, Z

Corresponding Object's axis.

L, M, S

Largest, Medium, Smallest Object's axis correspondingly.

Axis U, Axis V, Axis W -∞..+∞ %

Map UVW's three-dimensional position relative to Object's size boundaries.

Quantize

On

Enable Position quantize.

Uniform

Enabled — use same quantize value to all three vector components.

Position (P.X P.Y P.Z) -∞..+∞ m

Quantize offset vector.

On

Enable Rotation quantize.

Uniform

Enabled — use same quantize value to all three vector components.

Rotation (R.H R.P R.B) -∞..+∞ m

Quantize rotation vector.

On

Enable Size quantize.

Uniform

Enabled — use same quantize value to all three vector components.

Position (S.X S.Y S.Z) -∞..+∞ m

Quantize size vector.

Fields

Fields

Fields falloff to control UV Reprojector's position, rotation and size.