Bes plugin for generates procedural vertex maps in realtime. Topology Maps has it’s own, unique, multi-threaded ray-tracer, which generates amazing, and unique surface maps.
- Mesh Area Density – the relative surface density of your polygon structure(s)
- Mesh Angle – describes the relative surface angles of your polygon structure(s)
- Ambient Occlusion – shows the Ambient Occlusion of your polygon structure(s)
- Volume Depth – a map of the sub surface volume of your polygon structure(s)
- Shadow – a unique shadow from one or more light sources onto your polygon structure(s)
- Deformed Delta – describes the linear distance between the deformed and undeformed state
- Deformed Tensor – describes the surface area density delta between the deformed and undeformed state
With Plugin :
- Topology Vertex Map Tag —This Is the main tag which does all the processing and work. It is in essence, a multithreaded , real-time raytracer, embedded in a tag.
- Polygon Transfer Tag — This is special tag which converts virtual polygon hierarchy into a single Polygon object, and lets you add a single vertex map to multiple objects. Its like the connect Object only much faster and on steroids.
- Tools4D Vertex Map shader — A vertex map shader that is not link based, but name based. This gives you a vertex shader that is significantly more useful than the the built in shader.
- C4D R13, R14, R15, R16, R17, R18 & R19
- MAC and Windows 64bit builds, included.
- Studio, Visualize, Broadcast and Prime, Student.
- Includes Team Render Support
Edge wear using Topology Vertex Maps
A quick walkthrough showing a way of using Topology Vertex Maps to get some nice worn edge effects. This just uses yellow/blue for clarity, ideally you’d have a sub material and a coat material, and use the vertex map to mask the top layer and reveal the bottom layer. Meshes need to be fairly dense (this one is ~70k polys). The great benefit is that you only need to make the materials once, and they can be used on other meshes in your scene, always staying true to the mesh’s topology.
Reaction diffusion in Cinema 4d
The process to simulate it in real-time in C4D is surprisingly simple and I can run it with just a couple of stacked effectors. This method requires a purchase of Tools 4d Topology maps. I’ll bet there is a way to do it with native tools in Cinema but I haven’t figured it out yet.
Pixellation process breakdown
Tools4D Topo Maps. Realtime AO.
Shows how ot setup and use multiple object for realtime AO maps , using the Polygon transfer tag and the Topology map tag and how to render with these maps, usings the Tools4D Advanced Vertex map shader.