Poly Reduction Tool C4d Textures
Overview Generates polygon objects from uv maps. Use polygon modeling tools on UVs! Provides Copy/Paste capability for polygons Powerful mesh smoothing plugin. Edit UV-maps as polygon objects! Simplifies manual packing of multi-object atlases.
Poser is a 3D rendering software package for the posing, animating and rendering of 3D poly-mesh human and animal figures. Similar to a virtual photography. Wire frame models are a fun type of 3D print to make.They take advantage of everything that 3D printing is good at, making complexshapes with minimal material that would be difficult to make any other way.In this chapter, I'll show you a way to make these wire frame models in(UNKNOWN).
Quick Guide Select a couple of objects. Call the UV to Object command. Now you should have a new group of objects. Each of the children represents the UVs of the respective original object. The meshes are automatically synchronized with the UVs of the original object. This works both ways.
You can edit the UVs and the changes will be reflected on the object representation. Likewise you can edit the objects and the changes will be reflected in the original UVs. You are allowed to (dis)connect polygons, and move points around. But the number of polygons must remain the same as in the original. If case of a mismatch, the automatic transfer to the original UV-tag is stopped and a warning is printed in the UVtoObject Tag Gui. In the UVtoObject Dialog: Width and height determine the size in world space.
Match their aspect ratio with your texture for non-distorted display! 'Equalize Islands' resizes islands to have all the identical uv-area to polygon-area ratio. Furthermore there are options to create a camera that is useful for making a rendering of the UVs. The cell shading post effect is great for that! Then there is the option to create a background plane to put your texture on.
Fun stuff: you can multiselect objects and create atlases easily. Basically that is the whole point of this plugin, beside the having the better usability of the normal polygon modeling tools of course. A mesh smoothing plugin implementing several variants of the discrete Laplacian on triangulated surfaces. Available as deformer and command plugin. Just put the deformer under a polygon object to make it smooth.
It supports restriction and weighting by vertex maps and it also supports the falloffs that were introduced with Mograph. It can be quite useful for CA to reduce unwanted deformation artifacts from bones. The dialog variant supports smoothing of vertex maps! So, if a vertex map is selected, it will be smoothed instead of the selected object. The amount parameter controls the strength of smoothing.
It corresponds to a single time step of the solution of the curvature diffusion equation. Large amounts (steps) can be used at the cost of accuracy with respect to the continuous time solution.
For more accurate results, the number of time steps taken can be adjusted. 1 is most often good enough, but if you need extremely strong smoothing you might need more iterations and smaller steps. The Squared Operator option makes smooth transitions to non-smoothened areas (can sometimes produced odd results though). The different operator types select various approximations to the continuous Laplace operator.
Pick one that works best. The implementation is based on the paper by Desbrun, M., 'Implicit Fairing of Irregular Meshes using Diffusion and Curvature Flow', Proceedings of SIGGRAPH 99. Furthermore, the plugin registers a new cone-shaped falloff type. It can create smooth transitions at the interface of its influence region. It was originally developed for character animation - to mark 'problematic' regions for smoothing. With this tool you can quickly melt two points together. The recent version (as of ) also merges corresponding UV points.
This makes it still useful and much needed. Otherwise it is superseded by the build-in Stitch and Sew function. This is a tool plugin inspired by the transform tool in Photoshop for example. It has the special ability to change the size parameters of the basic primitive objects and scale these objects non-uniformly. Spares For Performance Power Tools. It displays a cage with handles which can be dragged to move, scale, rotate and shear the selection.
It also displays four icons which can be clicked to switch between modes. Snapping is supported, meaning the handles snap accordingly. • Note: Beside polygon objects of course, it really can only scale primitives like Cube, Sphere, Cylinder, etc. In some cases the object cannot be fit to the cage. For example when using a rotated object or a object with only one degree of freedom like a sphere. It will still try to do something reasonable. • Shearing only works with polygon objects.
• Spline tangents are not touched. I will fix this some day.
• You can switch between move, scale, rotate, shear with ALT+1-4. This is hardcoded at the moment. • Hold Shift for quantization. A simple noise deformation modifier. The SplineConnector is a generator object that connects many spline object to a single object. This is useful for using many splines in one sweep object.
• Input: SplineObjects SplineConnector generates a new spline from the base points of the input splines according to the type setting ( and the rest of the parameters ) • Input: LineObjects SplineConnector combines the LineObject approximations of the input splines to a single LineObject. The SplineNoiseDeformer is made for deforming splines by the usual noise functions. A spline is deformed to a helix shape by moving points perpendicular to tangential direction. The strength of deformations is determined by the noise function. • Strength: deformation amplitude • Helix Frequency: rotary frequency of the helix • Strength Spline: modulates the deformation along the spline additionally to the noise function This is a generator object actually.
It can map objects from an area which represents uv space to the surface of the respective object. The object used to define the mapping must a UVW Map. There are no other restrictions. It works with primitives, uv mapped polygon objects, subdivision surfaces, deformed objects, animated objects or any generator objects which generates geometry with UVW Tags attached. To use a object it can either be put as first child under the UV Deformer or referred to by a link. The mapping of the input objects can be done point by point or by translation/rotation/scaling of the whole object. The output consists of polygonized objects or clones respectively.
Splines also work, in which case line objects are generated. There are various options to control the details of the mapping procedure. There is no description of these.
Example scenes are available though. Known issues: C4d R11 seems to have broken the handling of generator objects as map. Alfa Network Model Awus036h Driver Free Download.
Often they won't be recognized and the UV Deformer will do nothing. Turning the generator check mark off/on makes it work temporarily. This is a plugin material to simulate light scattering in the atmosphere.
It is primarily intended for views from space. It can also handle views close to the ground and will produce acceptable sky colors and aerial perspective. But it does this quite inefficiently. Credits: Inspired by the work of Bruneton et al. Textures are from (modified) This shader renders Worley´s Cellular Noise Functions, perfect for Stone Walls, Floors, etc.
It is quite customizable with many options for the look of the noise functions, animation, spatial period. This is a shader plugin to render star field backgrounds for space scenes. It is similar to the build-in star field shader but with a lot of options. Basic usage: The maximum diameter of the stars is set as pixels in screen space. The distance between the stars is set by the UV-Spacing parameter.
That means the distance is measured in UV space. You will need to adjust this spacing when you change your mapping parameters. Furthermore the shader cannot handle arbitrarily large stars. Their diameter may not exceed the spacing in between them. Keep in mind though that the respective parameters are measured in different spaces. There are channels for auxiliary shaders to determine the spatial density distribution of stars (Density Map), and their brightness distribution (Intensity Map).
In addition the brightness can be controlled by probability distribution functions (Intensity PDF/Dark Intensity PDF) which determine the probability that a star has a certain brightness. The Dark Intensity PDF is used when an spatial intensity map is set. The final brightness is interpolated between the values picked from the Intensity/Dark Intensity PDFs. Analogously you can set a probability distribution for the star size.
Link Size to Intensity means that bright stars are also large and vice versa. The ThingsOnSurface Shader places many many small instances of a brush on the texture. A brief description of its parameters follows.
• Brush: Here you put a shader or bitmap which is the 'brush' that is distributed over the texture. Alpha channels are passed through.
• Mask: Serves as alpha channel if the brush has none. • Brush Format: You must set the width/height ratio of the brush manually in this field. • BlendMode and Strength: Determine how brush instances are blended over each other.
• Brush Size and Variation: Control mean brushes average size and deviation in uv texture space • Size Map: Controls brush size by a shader or bitmap. • Density: Density of the brushes on the textures. The shader divides the texture space into a uniform rectangular grid and the density parameter actually determines the mean number of brush instances generated per grid cell. It can also be controlled by a shader or bitmap. Note that the shader also generates an own alpha channel, so you can easily stack it on top of other shaders in the layers shader for example.
The file for download also contains the scene files to both of these images. This is a shader plugin to change the time value for the evaluation of another shader. The main purpose of this plugin is to be able to use the same animated texture several times, at different times without having to create a lot of copies of virtually the same material. The evaluation time is determined by an offset from the current time and this offset is determined by a user data entry in the respective texture tag.
The timeshift shader has the parameter 'Data Name' to determine from which user data the offset is taken. Demo scene: (timermovie.c4d just generates a movie texture which timeshift.c4d uses). This is a videopost plugin for color mapping. It works analogous to Cinema 4Ds native color mapping effect but with different parameters. The reason for its development was that the native version is quite unintuitive use in my opinion. If Boot Low Intensities is off, the mapping is defined as 1-exp(-Exposure*L), where L is the original pixel intensity.
If Boost Low Intensities is on, a piece of a gamma correction curve (with gamma=2.2) is used for low intensities. If Use HSV is on, the pixel color is first converted to HSV and the mapping applied to the V component, otherwise the mapping is applied to individual RGB channels. The 0.->, 1.0 ->etc. Fields are there to show the result for specific intensity values.
Contents • • • • • • • • • • • • Overview [ ] Poser is a 3D rendering software package for the posing, animating and rendering of 3D poly-mesh human and animal figures. Similar to a virtual photography studio, Poser allows the user to load figures, props, lighting and cameras for both still and animated renderings. Using a subset of the object () file format and a text-based markup for content files, Poser comes with a large library of pre-rigged human, animal, robotic, and cartoon figures. The package also includes poses, hair pieces, props, textures, hand gestures and facial expressions. As Poser itself does not allow for original modeling of objects, a large community market of artists has emerged, in which Poser content is created and sold through various third party channels.
Poser is available in multiple languages including English, Japanese, German and French. Poser is available for both and operating systems. While Poser's interface has evolved since the product's introduction in 1995, the current Poser 11 and Poser Pro 11 preserve many of the application's original interface elements so that legacy users can move into the newest version and navigate without relearning the program's controls. Features [ ] Poser includes a library of pre-built, ready-to-use content including body and hand poses, materials, props, facial expressions, hair pieces, lights, cameras and scenes, and a -based render engine called Firefly which supports nodes for the creation of complex materials.
Furthermore, it provides import of sound, image, and video files, motion capture data and 3D content for the creation of scenes or the addition of new library items. Poser exports content in many 3D formats. Poser is capable of material editing, facial photo matching, dynamic hair, dynamic cloth and new figure rigging. Online content is also available.
Enables third-party developers to create additional features ranging from custom libraries, rendering engine control panels, editors and utility. Usage [ ] Poser is a digital stage that gives the user total control. Poser is used to create original images ranging from human figures, human renderings of medical and industrial design illustrations, editorial illustrations, informational graphics, graphic novel illustrations, comics, and much more. Poser contains many animation capabilities and is regularly employed by broadcast professionals including animation staff at Fox Bones, and, as well as in industry applications, such as in the animated instructions for automated checkout machines at Albertsons, Save-On stores and, and in least one full-length fan-film, Star Trek: Aurora. Poser characters and animations were used for early computer games from 'buddies' game creators ('Desert Rifle' games and 'Cake shop' from Qi and ELEFUN(TM) game developers).
[ ] Standard have been extensively used by European and US based documentary production teams to graphically render the human body or virtual actors in digital scenes. [ ] printed in several science and technology magazines around the US are often Poser rendered and postworked models.
[ ] Library [ ] Poser is packaged with ready-to-use 3D content that allows new users to get started without immediately needing to purchase additional content. Items are stored in Poser's drag-and-drop-enabled Library and are organized by type and name, e.g. Users can save customized figures or objects into the Library in order to reuse those items at a later point in time. The Library also supports adding in additional 'Runtimes' which are collections of content that legacy users have assembled from third party providers. The Library includes a configurable, keyword-based Search function that locates content in the Library or connected Runtimes.
Content can also be added to the Library's Favorites for quick access. This article contains that may be poorly defined,. Please help to to meet Wikipedia's quality standards. Where appropriate, incorporate items into the main body of the article. (February 2011) Version Release date Publisher Improvements / Notes 1.0 95- 1995 • First release 2.0 96- 1996 Fractal Design • Ability to add props • Animation • High resolution models 3.0 98- 1998 • New user interface • Facial posing and animation • Human figures with jointed fingers. 4.0 99- 1999 MetaCreations • Natural-media sketch renderer • Figure sculpting via deformers • Transparent mode for materials • Conforming Clothes • Transparency (which lead up to TransHair that increased the quality of hair sold today) 4.0.3 99- September 1999 • Markup path names made to use relative paths • Currently sold as entry level Poser Artist Pro Pack 00- February 2000 Curious Labs • Add on pack for Poser 4 • Implementation of scripting, • Custom figure rigging • Ability to host Poser scenes in,, and.
This list is; you can help. Rather than unconnected single figures, Poser figures are now generally produced as families of models linked by technology generation and creator.
Certain add-on products, most often poses and skin textures, but including some clothing models, may be usable across more than one model within a family, but in general are not usable across different generations of the same model. Examples of notable families of models are: This collapsible table contains a long list of Poser characters. Click on ' show' to show it.
Family category designer names notes distributor Poser 11 Realistic Human Smith Micro Software Paul (male), Pauline (female) Paul released in content update 1 Included with Poser Poser 10 Realistic Human Smith Micro Software Rex (male), Roxie (female) Included with Poser Poser 9 Realistic Human Smith Micro Software Ryan 2 (male), Alyson 2 (female) Weight-mapped update of Poser 8 figures. Included with Poser Miki 4 Realistic human Smith Micro Software Miki 4 Weight-mapped update of Miki 3.
Content Paradise Miki 3 Realistic human eFrontier Miki 3 Content Paradise G2 Realistic human eFrontier James G2, Jessi G2, Koji G2, Kelvin G2, Simon G2, Sydney G2, Olivia G2 G2 male figures were partially cross-compatible, as were the G2 females.