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 seems to be a common task in the MoGraph world so here's my take on it.
All you have to do is to get straight spline connections from your points/cities on
your earth, subdivide the splines, make them dynamic, make the connecting points
static and use an Attractor Modifier to get them shaped into nice arcs. By the way I
used the awesome and free pConnector plugin from tcastudios to get my connecting
splines. You can grap a copy here: tcastudios.com/?page_id=6
My 50th Quick Tip is not far away. Maybe this time I'll make one with an actual
voice over – let's see. No promises here :)
Following up on my last quick tip, here's a way to colorize polygons with a uv map.
There are a couple of other ways to do this, but with a uv map one stays flexible and there is
no generator object which slows down the scene. In the video you see me taking the square root
of the polygon count and then rounding this number up in order to have a value to be used on a
plane and on the pixel shader. This is a quick way to have approximately the same polygon count
as with the object we want to colorize. By deleting unnecessary polygons and having exactly the
same count we are able to just take uv tag from the plane and drop it onto our object. This technique
works for triangles and for quads. For ngons it unfortunately doesn't :-)
In this tutorial from MoGraphTuts.com, we show you how to create a banner drop style cloth simulation, cache it and back it into a motion system so the banners can be cloned and offset using a step effector.
For more free tutorials visit MographTuts.com
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