[vc_row row_height_percent=”0″ back_color=”color-xsdn” overlay_alpha=”50″ gutter_size=”3″ column_width_percent=”100″ shift_y=”0″ z_index=”0″][vc_column width=”1/3″][vc_single_image media=”88368″ media_width_percent=”100″ alignment=”center” media_link=”url:https%3A%2F%2F3dtools.info%2Fdocs%2F%23q-tile-pro|||”][/vc_column][vc_column width=”1/3″][vc_single_image media=”88369″ media_width_percent=”100″ alignment=”center” media_link=”url:https%3A%2F%2F3dtools.info%2Fdocs%2F%23q-geotexture|||”][/vc_column][vc_column width=”1/3″][vc_single_image media=”88370″ media_width_percent=”100″ alignment=”center” media_link=”url:https%3A%2F%2F3dtools.info%2Fdocs%2F%23q-interior-mapper|||”][/vc_column][/vc_row][vc_row row_height_percent=”0″ back_color=”color-xsdn” overlay_alpha=”50″ gutter_size=”3″ column_width_percent=”100″ shift_y=”0″ z_index=”0″ desktop_visibility=”yes” medium_visibility=”yes” mobile_visibility=”yes”][vc_column width=”1/3″][vc_single_image media=”88362″ media_width_percent=”100″ alignment=”center” media_link=”url:https%3A%2F%2F3dtools.info%2Fdocs%2F%23q-spline-mapper|||”][/vc_column][vc_column width=”1/3″][vc_single_image media=”88363″ media_width_percent=”100″ alignment=”center” media_link=”url:https%3A%2F%2F3dtools.info%2Fdocs%2F%23q-rhino-io|||”][/vc_column][vc_column width=”1/3″][vc_single_image media=”88366″ media_width_percent=”100″ alignment=”center” media_link=”url:https%3A%2F%2F3dtools.info%2Fdocs%2F%23uniflex|||”][/vc_column][/vc_row][vc_row row_height_percent=”0″ back_color=”color-xsdn” overlay_alpha=”50″ gutter_size=”3″ column_width_percent=”100″ shift_y=”0″ z_index=”0″][vc_column width=”1/1″][vc_tabs history=”yes”][vc_tab title=”Q-TILE-PRO” tab_id=”1617476371-1-61″ slug=”q-tile-pro”][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading text_font=”font-762333″ text_weight=”800″ text_color=”color-prif” subheading=”Rev. 04.04.2021″]Q-TILE-PRO[/vc_custom_heading][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Overview[/vc_custom_heading][vc_column_text]Q-TILE-PRO | advanced tile shader system to create shaders & materials of highest quality, any tiling or NON tiling surfaces, direct within Cinema 4D.
You can use it direct as shader and/or bake in highest level of detail [4k ,8k,16k+ output texture files], with ability to cover huge surfaces of many meters.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88306″ media_width_percent=”60″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/1″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Installation[/vc_custom_heading][vc_column_text]
- Unzip the Q-TILE-PRO plugin zip file, and place the according folder into your Cinema 4D folder within the Cinema 4D
plugins folder. - Create a plugins folder there if you do not yet have one (r20/21), then copy the q-tile-pro plugin inside it.
on windows, if your PC not yet has the latest official Microsoft c++ reditributable VB2019 libraries (2015/17/19), you might
need to install them before being able to load the plugin: https://aka.ms/vs/16/release/VC_redist.x64.exe, make sure you have all Maxon Cinema 4D service packs installed, make sure your cpu supports AVX(needed on windows PCs)
A) for win or osx c4d 18 use the v18 folder, for win or osx c4d 19 and 20 copy the folder marked with r19 / r20
B) for win or osx r21 copy the folder marked with r21
Both, win and osx versions are in the plugin folder. - If you have a very old mac, which has a cpu without avx features (avx is for extra cpu speed) use the versions inside the
folder” for old macs. - When you start the first time, enter your Q-TIle-Pro or Q-Tpro Softpatch serial number into the field for “tile pro”, if you have the serial number copied already (into the computers copy/paste buffer), tile pro or softpatch will take it automatic from your copy/paste buffer and serialize it for you, in that case you do not need to enter or do anything.
- To install the included shape library (only for the Q-tile-Pro plugin): copy the folder “Settings Folder” which you find inside the “Q-TILE-PRO shape libraries” anywhere on your disc on your computer, it must have read and write permissions on that location.
[/vc_column_text][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Main Settings[/vc_custom_heading][vc_column_text]Output – Type of shader output type.
- Sampled RGB – Colorful map with all information.
- Sampled Height – Greyscale map useful for displacement maps.
- Sampled Normal – Normal map useful for realistic bump and displacement.
- Cached RGB –
- Cached Height –
- Cached Normal –
Cache size – When cached output type is selected, the content of Tile Pro shader will be cached to speed up workflow process.
Preview – Set shader preview size in Tile Pro window.
Copy Shaders – Description.
linearize – Linear Workflow Correction of colors.
Library Load-Mode – Select type of data to load from Library Preset item.
- Only TilePro Params
- Params & Shaders
- Load All TilePro Data
Open TilePro Preset Library – click to open Tile Pro Library with presets. You can choose to use, modify and save own presets in Library.
Master Shaders – Description[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88325″ media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes” subheading=”Bake To File helps you render shader with any software or render plugin, some Cinema 4D render engines does not support natively Tile Pro shaders use and sometimes they might be very slow in preparation time. For this situation you can bake the shader in to files before rendering and use high quality textures for rendering in any software, with accurate and predictable results.”]Bake to File[/vc_custom_heading][vc_column_text]Bake Now – Click this button to bake shader to textures.
MT – Description.
Auto Bake on Change – When you make a change to shader parameters texture files will be updated automatically.
File – Save path to folder and files on your computer for baked shaders.
Bits – Save files in 8bit or 32bit file formats.
Type – A file extension to determine a file type.
Size X / Y – Set texture resolution or choose from common resolutions. To use own resolution choose Custom.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88317″ media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes” subheading=”Each TilePro shader can have unlimited number of layers in it. Additionally you can control impact of each layer on final result.”]Layer Settings[/vc_custom_heading][vc_column_text]Enable Layer – Turn current layer on, so it can affect final shader.
Name – Name layer for convenient purpose.
Copy / Paste – With this buttons you can copy and past layer settings between different layers.
Disable clamp – Description.
RGB Levels – Description.
Low/ High Clip – Description.
Solo – Description.
Add / Insert/ Delete / Up / Down / Clone – Standard ways of layers manipulation. Add new layer after all other existing layers, insert layer in specific space between other layers, delete layer, moving layer in layers hierarchy up and down and clone current layer for easy adjustment of already existing settings.
Deep – Description.
Color – Description.
Col Mult – Description.
Blend – Description.
Layer Opacity – Level of layer transparency.
Transp. Tex – Texture used as Transparency map.
Transp. Mult. – A multiplier for the transparency map.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88318″ media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Layer Settings 1-Textures[/vc_custom_heading][vc_column_text]Global Texture Opacity – Determines the level of transparency of all textures used in shader.
Browse Folder – Use this button to browser to folder with textures and automatically add them to layer one after another.
Clear textures – Remove all textures from layer shaders.
Off – When this button is checked texture will be turn off and have no affect on shader.
Tex: # – Add texture to shader manually. When you add texture empty slot for new texture will be added automatically.
Mult. – A multiplier for the texture map.
Rot – Rotate texture for a specific degree.
Size U – Determines the width of the texture in scene units.
Size V – Determines the height of the texture in scene units.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88319″ media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Layer Settings 2-Tex.Variations
[/vc_custom_heading][vc_column_text]UV from tile – Determine how texture applied to object. When turn On full size of texture will be applied to tile/polygon, otherwise crop part of texture will be used to create more randomness.
Prop. UV – Description.
Tex Direction – Description.
- Normal
- Max BBox
- 4 Point Shape
- Shape Axis
Global U/V Scale – Scale texture by height and width in selected range.
Rnd U/V offset – Randomly offset texture by height and width in selected range.
U/V offset step – Description.
Shuffle Textures – Direction in which texture are placed on surface.
Invert Order – Invert order of textures placement.
Rnd Rot – Randomly rotate texture in selected range.
Texture – Description.
Flip Mode – When selected, flips texture according to selected mode.
% Flip – Determine % of texture use flipped by Flip Mode.
Input textures are seamless – When this button is Off internal filter are used to create seamless texture from original.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88320″ media_lightbox=”yes” media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes” subheading=”With this parameters you can determine how shader applied.”]Layer Settings 3-Randomization
[/vc_custom_heading][vc_column_text]
Tile Editor Parameters
Repetition U/V – Scale shapes by height and width in selected range.
Rnd Point Scale – Randomly change tile editor shaped ending points in specific range to create more random forms.
Global Rotation – Rotate spahes on object.
Back Color – Color used to fill empty space after Rnd Point Scale applied to shapes.
Back Alpha – Set transparency of empty space after Rnd Point Scale applied to shapes to show next shader in layers hierarchy.
Texture – Texture used to fill empty space after Rnd Point Scale applied to shapes.
Mult – Description.
Generate Seamless Tiling – Applies seamless generator effect to create surface with no visible repetition.
Tile Variations
Intensity Mult. – Determine level of brightness variation of shapes.
% Tiles Intensity – Determine percent of affected by brightness variation parts of shapes surface.
Color Mult. – Determine level of color variation of shapes. Colors are completely random.
% Tiles Color – Determine percent of affected by color variation parts of shapes surface..
Saturation Mult. – Determine level of saturation variation of shapes.
% Tiles Saturation – Determine percent of affected by saturation variation parts of shapes surface.
Hue Rotation – Description.
Hue Intensity – Description.
Rnd Rot – Randomly rotate shapes.
Rnd Tilt – Create effect of randomly tilt shapes by applying gradient displacement effect on shapes.
Rnd Offset – Randomly shift shapes.
Rnd Scale – Randomly scale shapes size.
Seed – This parameter allows the user to change the randomization pattern.
Round Corners
Round Corners – Change shape corners angle to round.
Absolute – Use absolute values for rounding.
Max Point Shape – Description.
Value – Level of shape corner roundness.
Step – Set number of point that applied to corner for better smooth look.
Random – when turn On applies Value to smooth random number of corners of shapes.
Value – amount of corner that randomly smoothed.
% – Percent of shape corners that affected by randomness.
Seed – this parameter allows the user to change the randomization pattern.
Mosaic
Mosaic On – Description.
Tex – Description.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88321″ media_lightbox=”yes” media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Layer Settings 4-Edges
[/vc_custom_heading][vc_column_text]
Edge Parameters
Absolute Size – Description.
Absolute Mult. – Description.
Mortar (gap between shapes)
Color – Color of mortar.
Size – Set size of mortar.
Transp – Transparency level of mortar to show data of layer below.
Full Mortar – Fill all empty space between shapes.
Texture – Description.
Mult – Description.
Edge Rounding
Bevel – Rounds the shapes based on specific value.
Curve – Used to determine how bevel level with falloff based on curve.
Rounded – Round corners of the all shapes.
Fade to Mortar – Description.
Fade to layer (half bevel) – Description.
Rand. Bevel – Description.
+/- Value – Description.
Erosion (shapes displacement)
Tex – Texture or shader used to determine displacement / deformation placement.
Mult – Intensity of shape displacement / deformation applied.
Scale – Size of shape displacement / deformation applied.
Curve – Used to determine how displacement / deformation level will falloff based on curve.
Random Erosion – When this is On Erosion applies to shapes based on +/- Values .
+/- Value – Level of random erosion of shapes.
Seed – this parameter allows the user to change the randomization pattern.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88322″ media_lightbox=”yes” media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes” subheading=”Outline dirt from corners to inside of shape.”]Layer Settings 4-Edges.Dirt[/vc_custom_heading][vc_column_text]Type – Description.
- None
- Normal
- Only Outline
Color – Color of Dirt.
Size – Size of Dirt.
Dist – Description.
Color Texture – Texture applied to Dirt distribution.
Mult. – Description.
Opacity Texture – Dirt transparency map.
Mult. – A multiplier for the texture map to color.
Opacity – Dirt transparency amount.
Curve – Used to determine how dirt level with falloff based on curve.
UV From Tiles – Description.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88323″ media_lightbox=”yes” media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Layer Settings UV Tiling[/vc_custom_heading][vc_column_text]Tile On/Off – Description.
Offset U – Description.
Offset V – Description.
Size U – Description.
Size V – Description.
[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88324″ media_lightbox=”yes” media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Tile Editor[/vc_custom_heading][vc_single_image media=”88546″ media_width_percent=”100″ alignment=”center”][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88327″ media_lightbox=”yes” media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Tile Editor. Library[/vc_custom_heading][vc_column_text]Load – Load preset data from Library in to current shader.
Save – Save all changes in Library.
Delete – Delete selected preset from Library.
Rename – Rename selected preset in Library.
Make Folder – Create folder in Library, usually to save presets by type or preferences.
Thumb Size – Select preview size of preset in Library
Double-Click to Save – Save current shader data in Library as new preset.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_gallery el_id=”gallery-201124″ type=”carousel” medias=”88342,88343,88344,88345,88346,88347,88348,88349″ carousel_lg=”1″ carousel_md=”1″ carousel_sm=”1″ gutter_size=”0″ media_items=”media|lightbox|poster,icon” carousel_type=”fade” carousel_interval=”3000″ carousel_navspeed=”400″ carousel_loop=”yes” stage_padding=”0″ single_overlay_opacity=”100″ single_overlay_anim=”no” single_text_anim=”no” single_image_anim=”no” single_padding=”2″][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482080427{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Preferences Options[/vc_custom_heading][vc_column_text]Setting Dir – set path to directory with shapes presets.
Use Old Gamma – Description.
Use MultiThreading for preview – this way TilePro can utilize multiple cores for shader preview and dramatically reduce it render time.
MultiThreading limit (R20 and higher) – you can set limit on multithread use by TilePro to reduce CPU overload.
Use Tracked Params (Test) – Description.
Editor Resolution – Description.
Clear License – Click to clear TilePro license information.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88326″ media_lightbox=”yes” media_width_percent=”100″ alignment=”center”][/vc_column_inner][/vc_row_inner][/vc_tab][vc_tab title=”Q-GEOTexture” tab_id=”1617476371-2-86″ slug=”q-geotexture”][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading text_font=”font-762333″ text_weight=”800″ text_color=”color-prif” subheading=”Rev. 04.04.2021″]Q-GEOTEXTURE
[/vc_custom_heading][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Overview[/vc_custom_heading][vc_column_text]Q-GEOtexture is an artistic tool (C4d deformer plugin) to “map” c4d objects to a surface, similar as a texture. This enables C4D artists to build up complex forms and structures – in an easy, procedural and fast but still controlled way.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88304″ media_width_percent=”60″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/1″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Installation[/vc_custom_heading][vc_column_text]
- Unzip the Q-GEO|tex plugin zip file, and place the according folder into your Cinam4d 4D folder within the Cinema 4D plugins folder.
- Create a plugins folder there if you do not yet have one (r20/21), then copy the q-tile-pro plugin inside it.
on windows, if your PC not yet has the latest official Microsoft c++ reditributable VB2019 libraries (2015/17/19), you might
need to install them before being able to load the plugin: https://aka.ms/vs/16/release/VC_redist.x64.exe, make sure you have all Maxon Cinema 4D service packs installed, make sure your cpu supports AVX(needed on windows PCs)
A) for win or osx c4d 18 use the v18 folder, for win or osx c4d 19 and 20 copy the folder marked with r19 / r20
B) for win or osx r21 copy the folder marked with r21
Both, win and osx versions are in the plugin folder. - When you start Q-GEO|tex the first time, enter your serial number (starts with “UVC1….”) into the field for “Q-GEO|tex”, if you have the serial number copied already(into the computers copy/paste buffer), Q-GEO|tex will take it automatic from your copy/paste buffer and serialize it for you, in that case you not need to enter or do anything.
[/vc_column_text][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Main Settings[/vc_custom_heading][vc_column_text]Load Preset – Load GEOTexture settings preset from file.
Save Preset – Save current GEOTexure settings as preset to file.
Fix Clone – Description.
UV Object – Object that used as surface for spreading GEOtexture clones.
Mode – Way the clones scattering and deformed, or not deformed to the surface object.
- Deformer
- Deformer (Single Object)
- Render Instances
- Covert Geometry
- Geometry as is
- Multi Instances
Viewport Mode – If you switched Mode to Multi Instances you can select here viewport representation of it clones to speed up viewport frame rate.
MultiThreading – Use C4D R20+ MultiThreading for geometry placement.
U / V Offset – Offset clones by U/V axis, corresponding to main object.
UV Scale – Scale clones by UV axis, corresponding to main object.
UV Rotation – Rotate clones by UV axis, corresponding to main object.
Uvw Tage Number – Description.
Flip U / V – Flip clones placement by U/V axis, corresponding to main object.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88303″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Deformer[/vc_custom_heading][vc_column_text]
Y Scale Options
Y Scale – Scale clone object in %.
Unit Y Scale – When it’s ON you can scale clone object in scene units, for precise adjustment.
Unit Y Size – Scale clone object in scene units.
Align Options
force to – force all clones to be aligned (rotated) to one specific plane.
Align to plane – align clones to a specific plane.
- XY Plane
- XZ Plane
- YZ Plane
Global World – Description.
Flip Direction – Description.
Limiter
Use Limiter – When this is on another surface object can be used to limit clones spreading over surface of main object.
Hit Mode – Description.
Object Limiter – Description.
Interpolation – Description.
Swap U/ V – Description.
Camera Clip
Enable – Description.
Clip Angle – Description.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88298″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Cloner[/vc_custom_heading][vc_column_text]U/V count – Number of clones U and V axis.
U/V space – Space between clones on U and V axis.
U/V Mode – Description.
- Loop
- Clamp
- Continue
U/V Overlap – Description.
Hexagon Distribution – Description.
Child Parameters
Multiple Childs Distribution – Description.
Texture – Description.
Mult. – Description.
Mode – Description.
Random Distribution Seed – Description.
Set Colors
Use colors – Description.
Childs Colors – Description.
Mult. – Description.
Border Options
Detect Border – Description.
Border Size – Description.
Only Border – Description.
Detect Corners – Description.
Corners Rot. – Description.
Side Rot. – Description.
Normal Offset / Rotation
Normal Offset – Offset clones placement to main object.
Clones Rot. – Rotate clones depending to main object.
Remap Clones Uv
Remap Uv by clone position – Description.
Flip U/V – Description.
Remap Last Tex – Description.
[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88299″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Cloner Variations[/vc_custom_heading][vc_column_text]
Positions Variations
Random U / V – Description.
U / V Position Seed – Description.
Rotations Variations
Random H / P / B – Description.
H / P / B Position Seed – Description.
Scale Variations
Random Y Scale – Description.
Random XYZ Scale – Description.
Texture Variations
Scale – Description.
Off. Var. – Description.
Scale Var. – Description.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88300″ media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Textures[/vc_custom_heading][vc_column_text]
Position
Position U – Description.
Shader Mult. – Description.
Position V – Description.
Shader Mult. – Description.
Rotation
Rot H – Description.
Shader Mult. – Description.
Rot P – Description.
Shader Mult. – Description.
Rot B – Description.
Shader Mult. – Description.
Scale Variations
Variations Scale U – Description.
Mult. – Description.
Variations Scale V – Description.
Mult. – Description.
Variations Scale Y – Description.
Mult. – Description.
Normal Variations
Variation Normal – Description.
Mult. – Description.
[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88301″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Fields[/vc_custom_heading][vc_column_text]Color – Description.
Offset – Description.
Scale – Description.
Direction – Description.
Mult – Description.
[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88302″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][/vc_tab][vc_tab title=”Q-Interior-Mapper” tab_id=”1617476931555-2-5″ slug=”q-interior-mapper”][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading text_font=”font-762333″ text_weight=”800″ text_color=”color-prif” subheading=”Rev. 04.04.2021″]Q-INTERIOR-MAPPER
[/vc_custom_heading][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Overview[/vc_custom_heading][vc_column_text]InteriorMapper is the very effective plugin, which can map parallax based Virtual rooms to facades and buildings, direct inside C4D. The facade, the inner ceiling, walls and floor can be mapped separately, with interior seperations walls (possible to map with alpha cutouts), it works on polygons, UVs, curved facades.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88338″ media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/1″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Installation[/vc_custom_heading][vc_column_text]
- Copy the according interiormapper plugin folder into the plugin folder inside of the cinema 4d folder.
- Create a plugins folder there if you do not yet have one (r20/21), then copy the q-tile-pro plugin inside it.
on windows, if your PC not yet has the latest official Microsoft c++ reditributable VB2019 libraries (2015/17/19), you might
need to install them before being able to load the plugin: https://aka.ms/vs/16/release/VC_redist.x64.exe, make sure you have all Maxon Cinema 4D service packs installed, make sure your cpu supports AVX(needed on windows PCs)
A) for win or osx c4d 18 use the v18 folder, for win or osx c4d 19 and 20 copy the folder marked with r19 / r20
B) for win or osx r21 copy the folder marked with r21
Both, win and osx versions are in the plugin folder.
- Copy the license partof the serial(all after the –>) in a plain text file and name it “PluginIMQ1.lic”,and copy in into your c4d preferece folder, you get the preference folder via the c4d edit menu/preferences( press the button “open preference folder”.
[/vc_column_text][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/3″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Room[/vc_custom_heading][vc_column_text]
Common Parameters
Room Mode – set mode for room placement.
- UV Rooms – Placement of rooms set by UV of object
- Every Polygon – Rooms placement on each polygon of object
- World Size Mode –
Parallel – Description
Room Dimension – Description
- Real unit size
- UV Sector size
Width – Description
Height – Description
Depth – Description
Horiz. Shift – Description
Vert. Shift – Description
UV Room Parameters
U – Description
V – Description
U Border – Description
V Border – Description
Enable/ Disable Rooms by – Description
Rnd Value – Description
Room Lighting / Shadows
Room Shadows – Description
Shadow Opacity – Description
Room Luminocity – Description
Rnd – Description
Rnd Light Off – Description
Seed – this parameter allows the user to change the randomization pattern.
External border
External Border U – Description
External Border V – Description
Color – Description
Tex Mult – Description
Tile X / Y – Description
Tex – Description[/vc_column_text][/vc_column_inner][vc_column_inner width=”2/3″][vc_single_image media=”88289″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Walls[/vc_custom_heading][vc_column_text]
Back Wall
Color – Descr.
Mult. – Descr.
Tile X / Y – Adjust the tiling along the X and Y axis.
On – Descr.
Tex:0 – Descr.
Tex:1 – Descr.
Left Wall
Color – Descr.
Mult. – Descr.
Tile X / Y – Adjust the tiling along the X and Y axis.
On – Descr.
Tex:0 – Descr.
Right Wall
Color – Descr.
Mult. – Descr.
Tile X / Y – Adjust the tiling along the X and Y axis.
On – Descr.
Tex:0 – Descr.
Top Wall
Color – Descr.
Mult. – Descr.
Tile X / Y – Adjust the tiling along the X and Y axis.
On – Descr.
Tex:0 – Descr.
Tex:1 – Descr.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88290″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Int.Walls[/vc_custom_heading][vc_column_text]
Walls 0
Enable Wall – Descr.
Pos. – Descr.
On – Descr.
Tex:0 – Descr.
Walls 1
Enable Wall – Descr.
Pos. – Descr.
On – Descr.
Tex:0 – Descr.
Walls 2
Enable Wall – Descr.
Pos. – Descr.
On – Descr.
Tex:0 – Descr.
Walls 3
Enable Wall – Descr.
Pos. – Descr.
On – Descr.
Tex:0 – Descr.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88291″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]Frontal[/vc_custom_heading][vc_column_text]
Frontal Wall
Color – Specifies the color that will be returned by the texture for unoccluded areas. You can also use a texture map for this parameter.
Transp – Description
Mult. – Description
Tiles X / Y – Adjust the tiling along the X and Y axis.
Glass Reflections – Description
On – Description
Tex:0 – Description[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88292″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][vc_row_inner row_inner_height_percent=”0″ overlay_alpha=”50″ gutter_size=”3″ shift_y=”0″ z_index=”0″ css=”.vc_custom_1617482070773{padding-bottom: 20px !important;}”][vc_column_inner width=”1/2″][vc_custom_heading heading_semantic=”h3″ text_font=”font-762333″ text_size=”h3″ text_weight=”600″ text_color=”color-prif” separator=”yes” separator_color=”yes”]CubicMap[/vc_custom_heading][vc_column_text]Enable – Description.
Cubic – Description.[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/2″][vc_single_image media=”88293″ media_lightbox=”yes” media_width_percent=”90″ alignment=”center”][/vc_column_inner][/vc_row_inner][/vc_tab][vc_tab title=”Q-Spline-Mapper” tab_id=”1617699440342-3-3″ slug=”q-spline-mapper”][/vc_tab][vc_tab title=”Q-Rhino.IO” tab_id=”1617699463696-4-8″ slug=”q-rhino-io”][/vc_tab][vc_tab title=”UniFlex4″ tab_id=”1617706334775-5-7″ slug=”uniflex”][/vc_tab][/vc_tabs][/vc_column][/vc_row]
