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Activity Forums Maxon Cinema 4D How to create material to follow bent lamination

  • How to create material to follow bent lamination

    Posted by Daniel Moore on May 23, 2006 at 9:04 am

    I’ve been struggling for some time trying to make a wood texture that can flow naturally along a bent leg or apron. Procedurals are fantastic, but wood is something they don’t carry off as well as a good texture map, I think. Can you offer any suggestions as to how to show grain running in say 1/8″ spaced lines on one edge and on the adjacent edge run flat sawn? The shapes I’m modeling don’t yet exist, so an image isn’t available. The curves will be non circular, typically elliptical or random spline shapes. If you have any ideas, I’m all ears. Thanks so much everyone.

    Daniel Moore replied 20 years, 2 months ago 2 Members · 4 Replies
  • 4 Replies
  • Mylenium

    May 23, 2006 at 2:30 pm

    C4D will automatically assign UVW coordinates to Sweep Nurbs, Lathe Nurbs and other internally created primitive objects, so it’s all a matter of preparing the texture properly and make it line up. In order to be able to edit the UV data, you need Bodypaint, though, so you options without it are somewhat limited. Another way is to define polygon selections and use multiple projection textures limited to those selections.

    Mylenium

    [Pour Myl

  • Daniel Moore

    May 23, 2006 at 6:03 pm

    Thanks Mylenium. I understand the UVW business, it’s the preparation of the textures you mention that I’m asking about how to prepare. The poly selection method doesn’t work with standard textures since they have no way of knowing how to bend to conform to a projection that is not one of the presets. Straight grain runs right off the bends if set to follow the straighter segments, and even rotated to some intermediate angle, the grain shows no discernable bias. It’s times like this i wish I didn’t drop out of genius skool.

  • Mylenium

    May 24, 2006 at 8:01 am

    Well, seems like you really need tweaking your UVs and this can only be done in BP. The problem is that even for tweaking in PS you would need a template of your UV set and only BP can do that (there might however be some free plugin that does that, but I wouldn’t know as I’m just slowly coming back to C4D after some time of not using it). The aim of al lthis should be to have all pixels of the texture spread evenly acrossyour model, so a small polygon has fewer pixels than a large one. This is to eliminate softening and distortions and even in this day and age it’s time consuming.

    Mylenium

    [Pour Myl

  • Daniel Moore

    May 24, 2006 at 8:41 am

    Thank you Mylenium, that both gave me some ideas and answered some questions I was on the verge of having : )

    I have BP, but have never used it before. I’ll look for some tuts and see if i can work this all out. I have seen some different UV unwrapping progs and will take a closer look at those too. Sounds like this is the best path down what will be a troublesome road. Better get crackin’. It’s interesting that I can’t find any existing information on such a material/method… I can’t be the first. Your pixel dispersion concept did wonders to my imagination. Thanks again for the insight and help.

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