![]() The Depth and Size controls are for controlling how large the renderable area is of the final depth map. The bottom Attributes manager stays unlocked so you can change attributes of the other selected objects as you build the scene. ![]() ![]() Click the lock icon on the top Attributes manager, and that will lock the rig controls there for easy access. This will bring up the rig controls in both Attributes managers. Once the file and layout are both loaded, click the blue User Data tag. It’s mostly the default C4D S24 layout, but with a new viewport so you can place objects and interact with them like normal in 3D space, but also see a preview of what the 2D depth map will look like. After it’s loaded, choose “Save Layout” from the same menu so you always have it. You can load the custom layout in C4D by going to the Window menu, choosing Customization, and then Load Layout. You don’t need the layout to use the file, but it helps. There’s also a custom layout (for S24, but it should work in most recent versions). The above Dropbox link contains a C4D file that you can open in Cinema 4D. This isn’t for making custom displacement textures that map specifically to the UVs of your characters or models. Create detailed greeble tiles, logos, textures, patterns, or anything else that you’d want to make a generic height map for. Use geometry to make model-independent height maps. If you make derivatives of it, share them with the same license. This rig has been released as CC BY-SA (share alike), so you can use it freely for any personal or commercial products. No plugins were used or needed, and it uses the built-in standard render engine (more specifically the depth pass). It started as a testing file for the Displacement in Cinema 4D/Octane guide series and then kind of grew from there. This rig is used to create an 8K x 8K (or any size) Linear 32-bit height map that can then be fed into a bump or displacement channel of a material.
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