| Here are my Cinema4d plugins. They are freely available. If you use them regularly please consider a small donation to support my work. | |
| Changelog |
all in one packages | |||||||||||||||||||||||||
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Extended Starfield |
This is a shader plugin to render star field backgrounds for space scenes. It is similar to the buildin starfield 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.
Developement 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) | ||||||||||||
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 developement was that the native version is quite unintuitive use imo. 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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Smooth |
This was a little mesh smoothing plugin. There is now a deformer version avaiable 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 usefull 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 constrast 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 timesteps can be adjusted. 1 is most often good enough, but if you need extremly 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 approcimations to the continuous laplace operator. Pick one that works best. As before the algorithm is based on Desbrun, M., "ImplicitFairing 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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Dublicate Object |
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This is a mimimalistic "dublicate" 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.
This is a plugin that has been lying on my harddrive for some time now. I wanted
to develop it further, but i haven't got the time to do so. Thus i make it avaiable
here. Here is a brief description of the settings.
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 usefull 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
determinded by the noise function.
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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° steps.
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Cellular Shader |
This shader is an implementation of Worley´s Cellular
Noise Function. It is perfect for Stone Walls, Floors, etc. I fixed the
buggy bump mapping and added some control over AntiAliasing by supporting the Mip-Blur control.
However keep in mind that here AA is just blending with the average color, so it will also
lower the contrast of the texture. Tell me if you have problems with it. Further improovements:
animation,wind,user defineable period after that the texture repeats. The "actual" periods are
measured in texture space
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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 usfull 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). |