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C4DS

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C4DS last won the day on June 23

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About C4DS

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    Cafe Regular
  • Birthday 06/04/1970

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  • Website URL
    https://toolspixels.be

Profile Information

  • First Name
    Daniel
  • Last Name
    Sterckx
  • C4D Ver
    20.057 Studio
  • Location
    Belgium
  • Interests
    Electric guitars, Virtual Instruments, Radio controlled electric airplanes, 3D animation story telling, Video editing, C4D plugin development

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  1. I don't know about the native UV tools within Cinema 4D, as I only use my own created UV plugin tools (Seamilar and Easy UV). With the introduction of the ReferencePoint gadget in Seamilar (Cinema 4D R20 only for now) one can easily center UV polygons and islands onto the canvas. A demonstration of the possible options is available here: https://www.c4dcafe.com/ipb/forums/topic/95805-seamilar-the-sequel/?do=findComment&comment=694942 In your case it would be as simple as selecting the new numeric transform tool, select the center ReferencePoint, enter 0.5 in the U and V fields of the Position, and press the Apply button. If you wouldn't mind to upload your object, I can make a quick demonstration video how the workflow would be.
  2. C4DS

    Signs

    This topic didn't die just yet. Problem is that potential subjects are encountered less and less. I would have assumed that by now someone would have at least posted an image of a road sign mentioning the Tower Bridge ... or any bridge for that matter. There sure should be some in the UK, no? Maybe in the US then? The next picture of a road sign represents a selection tool we're all familiar with ... and no, it's not the loop selection tool ;-)
  3. The numeric transform is currently in beta, awaiting feedback. As mentioned earlier I had been working on adding a new feature to the plugin, which would allow stacking of UV islands. With this addition users are able to stack multiple islands. When manipulating a stack each of its island would inherit the UV manipulation. It also allows to free up UV canvas space by stacking islands that require the same texture space. For now, only the "single-shot" island stacking is being demonstrated, where you stack selected islands by a command. In future, a more elaborate stacking-tool will be made available, where you will be able to interactively stack islands. This will allow to specify the stacking with specific polygon-matching requirement (later more about this). While the stacking-tool allows for a more specific solution, in case of complex island structure, I preferred to have the automatic stacking-command worked out first. This required quite some design and implementation, but also allows for a quick-and-dirty stacking of multiple islands ... which I assume would be mostly used.
  4. These features are not available to the native Cinema 4D UV tools. Because of this and the lack of other features, I created my own UV editor available in two of my plugins: Seamilar and EasyUV. In both plugins you can define the number of grid lines, as well as their color. Background color is also adjustable. In Seamilar you have the additional option to use different display modes. One of them is Texture Display mode, which allows to also work in pixel unit, instead of the default UV unit. And you're able to define the "opacity" of the image. https://toolspixels.be/seamilar/ https://toolspixels.be/easyuv/
  5. What exactly is the issue you have with the Pyramid's UVs? From the screenshot I don't see any issue.
  6. Made a quick demonstration video of the new feature in action. While the feature originated from the demand to have a pixel accurate positioning and sizing option, I figured I could as well implement a full transform tool supporting both UV unit as pixel units (except for scale and rotate, obviously). The new tool is still work in progress, but should be available in a next update.
  7. Since last post I was working on a new feature, which I am very excited about. More about that later. It took time to work out a design and required quite some supporting math to get the desired solution. Implementation is now mostly done, just not finalized yet. However, I was recently contacted for a particular request, and have put the feature on the shelf (only for a while) as I assume this new request to be more useful on a long term. Up till now Seamilar's manipulation of UVs (via points, edges, polygons, islands) was mainly focused on using interactive tools. Soon the new numeric transform tool will be available, allowing to manipulate points, edges, polygons and islands via precise values. For this to work the way I intended I had to construct a custom GUI component: ReferencePoint. With this you will be able to move, rotate, scale, position, size items from the four corners of a bounding box, or its center. For rotating, scaling and sizing you will also be able to perform the transformation actions on the whole set of selected items, or on the different islands separately. For moving and positioning you will be able to specify any corner of the UV canvas as origin. And when in Texture Display mode you will have the option to specify the transformation action in UV coordinates, or in pixel values. The icon for this new tool needs some attention, as this one is just a placeholder during the work-in-progress. I am currently finalizing the implementation of this tool. Followed with some more testing days ahead, before releasing an update. (Maybe some porting to pre-R20 version of Seamilar, depending the interest) After the release of the update I'll continue working on the other feature.
  8. Sorry to intrude, and definitely not wanting to interfere the great lessons you provide us regarding good topology. My hat off to you for that. However, I have noticed a few times now you using the term "convex quad", while you'd supposedly want to refer to these as concave quads. Convex (angle less than 180) is actually what we try to achieve, while concave (angle of 180 or higher) is what we want to avoid. It confused me the first time you mentioned it, but from your explanation I knew what you meant.
  9. There is an order form with all the details.
  10. Apologies for misreading your question. My original interpretation of your problem was that you needed two layered materials, where the topo texture had some alpha or transparency. Hence the suggestion to use layered textures instead of layered geometry. However, I now understand that you need separate materials on the front and back of the geometry and therefore had duplicated the geometry, assigning the back material on the bottom geometry and the front topo material on the top geometry. This front/back information was only brought later into the discussion. And as such, my original suggestion for using layered material is actually of no use.
  11. I meant using a layer shader or fusion shader or similar, where you combine the different textures, and apply that as a single material to the single geometry
  12. Having geometry close to each other will always provide for issues. But why layer the geometry as you are trying to do? Why not simply layer the materials on a single geometry?
  13. Thanks for the kind words. Most of the plugins are written in C++, which I already was using before jumping into C4D, back in 2005. While Python is only used for "simple" plugins, or scripts, or for prototyping. And this language I only learned quite recently, as I still need to look up functions in the Python documentation, each time I am adding features or updating functionality to a plugin or script. As mentioned, STOS was the main reason I went for the Atari ST. So, software development was already a passion of mine, back then. I remember having purchased an (expensive) assembler only to be able to write a single extension for STOS. As such, I was then already writing plugins. STOS could only handle 15 sprites in total. I needed much more, so wrote a "shape" extension which mimicked a sprite. Didn't take long to write, as such the expensive assembler was only used a very short amount of time. With the "shape" extension available I could basically do all I wanted in every application I wrote since. That assembler was the best investment ever, and the most expensive software purchase I had ever made ... till I stumbled upon "trueSpace" somewhere halfway the 90s. Funny thing is that I also wrote plugins for that application ... "scitameniK" being my most popular one. As the name implies, it was an extension for Inverse Kinematics.
  14. I had used Reaper a while, some years ago, for editing voice-over takes and effects, but never really managed to stick to it for music making. As far as I remember I seemed to have had issues with Kontakt and other virtual instruments, and was too impatient to get used to its workflow. Went for Tracktion instead. As for the plugins I am developing, most except the latest one are listed in a blog here at the Cafe, as well as having their own threads in the plugin section of the forum. Right ... the Atari STE. Could indeed have as much as 4MB if I remember correctly. Never could justify the "upgrade" from my STFM, which I purchased having 512KB and had it upgraded to 1024KB. A few years later purchased a PC 80486 with ... 16MB. Still far away from the 16GB which are common now. Still, I much more enjoyed the Atari than any PC I have had in all these years. Shame for the lousy graphic resolution, back then.
  15. I remember the 512KB and 1MB versions, (STFM versions), but cannot recall the 2MB. Was that the STE, the TT, ...?

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