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Forums Maxon Cinema 4D Texture To Cap of sweep NURB

  • Texture To Cap of sweep NURB

  • Mike Morris

    July 13, 2010 at 5:37 pm

    Here’s the setup:

    I have text that comes from behind an object, leaving a tail. I have set it up with a sweep NURB, using the spline I created, and merging paths of the text from Illustrator.

    The look of it all is vector, so no shading necessary, so I’ve loaded my specific colors into the Luminance channel. The tail and the face of the text need to be different colors, so I’ve assigned the texture to the “C2” selection (some reason it wants that one instead of the “C1” selection). In theory, that should work great.

    However, the “tail” of the text needs to be more filled in than the sweep nurbs creates. In other words, just sweeping the path along the spline leaves “holes” in the tail from where the sweep NURB doesn’t ever go. For example, a a space between two letters, earlier in the growth leaves an area that there is no geometry, leaving a transparent “hole” in the tail.

    My solution to this was to create a similar path in Illustrator, creating a full shape that matches the contour of the text paths. Awesome. Holes gone.

    The problem now is that I can’t get the text texture to show up on the face of the sweep nurb. I’ve tried aligning another path the same spline, setting the nurb growth as the driver and the align to spline as the driven, but there is no way to match up the angle of the text to the sweep nurb, and to tie the two together so they look like one object.

    There is a project file here:

    Any advice would be greatly appreciated! Thanks!

    Sib Ntsib Dua


  • Brian Jones

    July 13, 2010 at 9:25 pm

    Yeah, texturing a Sweep cap is a problem if you animate the sweep since the texture attaches to the origin which stays still spatially but the sweeping end is moving through space, so any texture which is not a flat color won’t look right. One solution to this would be to separate the text from the green ‘fill’ and sweep the text and the fill along copies of the same spline. start the text a bit ahead and finish it a bit ahead.

    There was a thread similar to this recently which has a couple other solutions

  • Mike Morris

    July 15, 2010 at 12:00 am

    Awesome. Thanks for the tip and for the scene file.

    I actually had this thought as well, but the problem I was encountering was getting the orientation of the different paths that are sweeping along the spline to line up properly. For some reason, when I tried it, the path that forms the sweep “object” and the path that sweeps the face “texture” don’t line up properly, and getting them to do so is a matter of guesswork and never quite looks perfect.

    Any recommendations for setting up both paths so that when I sweep them along the spline, they line up properly?


    Sib Ntsib Dua


  • Brian Jones

    July 15, 2010 at 3:16 pm

    I saw that they had their origins (axis’) in different places so for each I did a Structure/Center Axis/Center Axis To… then lined up both and made sure the “green” spline points were outside the “white” spline points. Then, because you had the axis’ on the left to clear the disk, I selected both the splines and moved their axis’ with the Object Axis Tool together.
    To avoid that in the first place, if you were working in Illustrator just make both splines in the same document (just work on different layers) then they share the same origin (bottom-left corner in Illustrator). If working in C4D just make them both at the origin (0,0,0).

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