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These plugins were written by me to help me with my projects. Their scope comprises various issues in the field of shading and modeling. They are relatively small and minimalistic, but also quite powerful and useful. They are available for free. However, i gladly accept donations in support of my work. |
All in one packages |
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| C4d | File | Win | Mac | |
| 13.0 | plugins_dist_2012-02-19-R13-win.zip | 32/64 Bit | - | |
| 12.0 | plugins_dist_2011-01-26_R120.zip | 32/64 Bit | x86, 32/64 Bit | |
| 11.5 | plugins_dist_2011-02-20_R115.zip | 32/64 Bit | x86, 32/64 Bit | |
| 11.0 | plugins_dist_2011-02-20_R110.zip | 32/64 Bit | x86, 32/64 Bit | |
| 10.0 | plugins_dist_2010-10-13_R098.zip | 32/64 Bit | PPC/x86, 32 Bit | |
| Old plugin versions are available below. Some are PPC only on the Mac side. | ||||
| 9.6 | plugins_old_R9_120110.zip | 32 Bit | PPC (/x86), 32 Bit | |
Overview |
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| Transform | Transform tool inspired by Photoshop |
| Time Shift | Changes the time value for the evaluation of shaders |
| Extended Starfield | Very customizable 2d starfield shader |
| Atmosphere Shader | Physical atmosphere material for orbital views |
| Simple Colormap | Post effect color mapping plugin |
| Noise Deformer | Deforms objects based on noise functions |
| UV Deformer | Place objects on surfaces via uv maps |
| Smooth | Powerful mesh smoothing plugin. Comes as deformer and dialog based |
| CopyPastePolys | Provides Copy/Paste capability for polygons |
| Duplicate Object | Minimalistic generator to make multiple copies of objects |
| ThingsOnSurface Shader | Renders randomly distributed brush stamps |
| SplineConnector | Generator which gathers child splines into a single one |
| SplineNoiseDeformer | Deforms splines in perpendicular direction based on noises |
| Cellular Shader | Renders cellular noise functions |
| Point Collapse Tool | Tool plugin to merge two mesh point together |
| UVtoObject | Generates polygon objects from uv maps - and automatically transfers changes |
| ShearRotateScale | Transformation tools which use the mouse position as pivot |
Details | Changelog |
Transform |
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. 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.
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Time Shift |
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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: timeshift.zip (timermovie.c4d just generates a movie texture which timeshift.c4d uses). |
Extended Starfield |
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. |
Atmosphere Shader |
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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.
Development will probably continue on this plugin. For example, it computes single scattering only. Might add multiple scattering in the Future. Credits: Textures are from http://www.shadedrelief.com/natural3/index.html (modified) Implementation Reference: Bruneton, E., Neyret, F., Precomputed Atmospheric Scattering, Comput. Graph. Forum, 27, 1079, (2008) |
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Simple Colormap |
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. |
Noise Deformer |
A simple noise deformation modifier.
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UV Deformer |
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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. Often they won't be recognized and the UV Deformer will do nothing. Turning the generator check mark off/on makes it work temporarily. |
Smooth |
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This was a little mesh smoothing plugin. There is now a deformer version available in addition to the dialog. 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 version is still there. This one supports now smoothing of vertex maps. If one is selected it should be smoothed instead of the polygon mesh. Most options have changed in contrast to 1.0. There is an amount parameter which controls the total strength of smoothing. The algorithms uses implicit time(=smoothing strength) integration. The number of time steps can be adjusted. 1 is most often good enough, but if you need extremely strong smoothing you might need more iterations. 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. As before the algorithm is based on Desbrun, M., "Implicit Fairing of Irregular Meshes using Diffusion and Curvature Flow", Proceedings of SIGGRAPH 99. Furthermore there is new custom cone-shaped falloff type which is quite versatile but also a bit inconvenient to use. |
CopyPastePolys |
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This plugin provides copy/paste commands for polygons. You can
copy polys from one object and paste them into others. It preserves
Selection Tags, UVW Coordinates, HN Weighting, and VertexMaps, in
the sense that data from these tags is pasted into matching tags
Tags of the same type with the same name.
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Duplicate Object |
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This is a minimalistic "duplicate" generator. It moves cloned objects along a fixed vector, and/or rotates them around it's own y-axis. That's all :) ![]() |
ThingsOnSurface Shader |
The ThingsOnSurface Shader places many many small instances of a brush on the texture.
A brief description of its parameters follows.
The file for download also contains the scene files to both of these images. |
SplineConnector |
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.
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SplineNoiseDeformer |
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.
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Cellular Shader |
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.
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Point Collapse Tool |
With this tool you can quickly melt two points together.
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UVtoObject |
| It converts data from uvw-tags to polygon objects. It is useful for editing uv-mapping, since it is possible to copy the uv-tag from the uv-polymesh back to the original objects. Note that it ignores N-Gons (these are copied automatically in their quad/triangulated representation). |
ShearRotateScale |
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Those are four tools to rotate,scale or shear polygon,points,or edges around a pivot point Holding down shift quantizes the current action, e.g rotates in 10 degree steps.
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