Here's an interesting way of creating a cavity map with the tension tag.
The key concept or technique is that we are making a copy of our
object and deform it but use the resulting vertex maps on our
undeformed original object. By using a displace deformer which
pushes the polygons in the direction they are facing one can
generate a vertex map which can be used as a cavity map.
With other kind of deformations one can generate interesting
vertex maps with this technique. Try smoothing deformer for example.
As this is without xpresso, one can use very dense meshes for generating
Please keep in mind that this works best with static objects.
By the way, you can apply this technique also for creating
wrinkles like in my "Quick Tip 13: Creating dynamic wrinkles
and creases with the Tension Tag in Cinema 4D" but without
xpresso and therefore faster and with denser meshes.
(The tension tag is explained in the c4d help as follows:
You can use the tension tag to write information in a
vertex map that defines how much stretching or compression
is occurring in each polygon that is being deformed
by one or more deformers.)
This is a follow up to my quicktips regarding falloffs for vertex maps (vimeo.com/26734948 and vimeo.com/26568353) which are now obsolete as I've found a way to do this without
any xpresso but with a PoseMorph Tag.
All you have to do is to record two states of your vertex map. One is 0% weighting and one
with 100%. Then, by utilizing a PoseMorph Deformer one has full falloff control over the vertex map.
(I accidently selected the selection command first in the video, sorry for that :-)
Preview of a fully interactive (and totally accurate) Dem Object in Cinema4D.
This Earth Dem object has automatic load balancing and some highly efficient dynamic memory managment which results realtime, on the fly loading and unloading of NASA's 30m world data set, right in Cinema4D.
All you need to do is create the object , and enter your geographic coordinate. To fly from one place to the next, simply enter the destination coordinate as a keyframe and hit play. You can dynamically modify the sea level for flood simulation and automaticaly multiply the mesh resolution at render time.
If you wanted to, you could fly the entire planet at a resolution of around 30meters with this generator.
If anyone needs this please get in touch.I might consider a public release at some point. But Im still not sure if anyone really wants to use Cinema4D for this type of work, so we will lhave to see.