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Node material - UVW projection mode support and issues

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  • Node material - UVW projection mode support and issues

    Hi All!

    I've been using the uvw nodes recently a lot and really like the options we have with them.
    I was wondering if all of the native c4d mapping modes could be added in the near future?

    The cubic, spherical and cylindircal is great but i think there are a few more essential ones.
    1. Camera mapping mode is a must. We usi it all the time. Currently the only workaround is to create a material with camera mapping and generate uvw-s from the mapping, but this is no parametric and it is really prohibiting
    2. Flat mapping. this is used all the time
    3. Frontal. this is also used all the time
    I had a few issues with the uvw transform node and bitmap mapping. It's a bit confusing, so maybe some of it is user error
    1. When the bitmap mapping is set to No tiling, Place and the Tile U, Tile V checkbox settings are ignored. When the checkboxes are ticked there is still no tiling. When i connect a UVW transform node with any kind of settings the tiling works.I attached a screengrab. Am i missing something?
    2. Why is the UVW transform Position value in cm? It's been like this for a while but im sure that it works the same scale as the uv so it -1,0,1. It would be great if the input step were a bit more friendly like 0,01 or something so its easier to adjust with a mouse. I understand that i'm moving the uv under the bitmap, and i have to use invers numbers to move the bitmap to a position i want to, but i think this is a bit weird for most people.


    Attached Files
  • Answer selected by aleksandar.kasabov at 20-04-2023, 03:19 AM.

    Originally posted by akos_kiss View Post
    Hi All!

    I've been using the uvw nodes recently a lot and really like the options we have with them.
    I was wondering if all of the native c4d mapping modes could be added in the near future?

    The cubic, spherical and cylindircal is great but i think there are a few more essential ones.
    1. Camera mapping mode is a must. We usi it all the time. Currently the only workaround is to create a material with camera mapping and generate uvw-s from the mapping, but this is no parametric and it is really prohibiting
    2. Flat mapping. this is used all the time
    3. Frontal. this is also used all the time
    Hey akos_kiss
    Recently we were talking with the colleagues here that we need to expose those options because of a few other features that we're adding, so they will be available in the near future.​

    Comment


    • #2
      Originally posted by akos_kiss View Post
      Hi All!

      I've been using the uvw nodes recently a lot and really like the options we have with them.
      I was wondering if all of the native c4d mapping modes could be added in the near future?

      The cubic, spherical and cylindircal is great but i think there are a few more essential ones.
      1. Camera mapping mode is a must. We usi it all the time. Currently the only workaround is to create a material with camera mapping and generate uvw-s from the mapping, but this is no parametric and it is really prohibiting
      2. Flat mapping. this is used all the time
      3. Frontal. this is also used all the time
      Hey akos_kiss
      Recently we were talking with the colleagues here that we need to expose those options because of a few other features that we're adding, so they will be available in the near future.​
      Ivan Shaykov
      chaos.com

      Comment


      • #3
        Hello akos_kiss,

        Last week we released V-Ray 6 for Cinema4D, Update 1 and we added many new features and improvements. Please note that we also added those options and you can download the latest builds from here.
        Aleksandar Kasabov
        chaos.com

        Comment


        • #4
          Hello aleksandar.kasabov!

          This is great news! I've been testing the newly added mapping modes and discovered something strange% interesting. It seams like the default cubic mapping scale is set to a 2cm x 2cm x 2cm cube. As i found this a bit strange i was wondering if there was some practicality or something else I'm missing about this setting?

          I've attached a screenshot of a 50 cm cube and a 25 cm cube where the uvw mapping mode is set to fit the sides.
          Attached Files

          Comment


          • #5
            Hey akos_kiss, you're right about your findings and there is a reason for this:
            It seams like the default cubic mapping scale is set to a 2cm x 2cm x 2cm cube. As i found this a bit strange i was wondering if there was some practicality or something else I'm missing about this setting?
            It is mostly designed this way to match the native cubic projection in Cinema 4D. Notice that if you use a Standard material (and Standard or Redshift render) when you have cubic mapping in the Texture Tag you get the full texture on a default constructed cube, which has a side of 200 cm. If you also edit the transformation of the material assignment, you'll notice that it has a scale of 100 cm. So effectively, if you scale this down by 100 units, you get a 2cm as base unit.
            This is also valid for the Projector shader - when you have cubic mapping there, it again maps the texture perfectly to a default constructed cube of side 200cm, which lead to the same calculations underneath.

            So if we did not match this peculiarity in our cubic projection, this would have become more complex when converting between Cinema 4D cubic projection (either from the Texture Tag or the Projector shader) and our node.

            I hope this answers your question.
            Deyan Hadzhiev
            Developer
            chaos.com

            Comment


            • #6
              deyan.hadzhiev, This makes it clear. Thank you for explaining!

              Comment

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