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Jack

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Everything posted by Jack

  1. Every operator can export its own height map, slope map, and fields mask as 32-bit TIFF, and the terrain object can export the whole terrain's height map and slope map likewise. And the Operator Shader also can render any operator‘s height map, slope map, or fields mask.
  2. I just added a newsletter function to the website. If you folks want to be notified when the plugin is released, you might want to sign up! https://terraform4d.com Just scroll all the way down and you'll see the newsletter form.
  3. Once released, there will of course be a download. Everybody will be able to create their own demo key, which will activate the plugin for one month.
  4. Hi @christianS! Haha, yeah, it's good for fame to get leaked, thanks 😂 In deed, https://terraform4d.com is the (not 100% finished) website. And for those into it, here are social links: https://www.facebook.com/terraform4d https://instagram.com/terraform4d Cheers, Frank P.S.: You can see more of the Fields support in this video that I had created for my testers a while ago The video has no sound, but it does have subtitles.
  5. Hello, after not posting here for a while, I'm back with an announcement of my upcoming plugin: A modular, layer-based terrain generator for Cinema 4D Build your terrain step by step from any number of operator objects. Each operator either adds features to the terrain (like hills, mountains, valleys, rivers, et cetera), or changes the existing terrain (e.g. terraces, glaciate, canyonize, folding, et cetera). Operators can be blended with each other using one of several blend modes, just like in your favourite image processing app. Masking is possible, too, using either Cinema 4D's Fields, or the terrain's own altitude and slope levels. The operator shader helps creating a nice material for the terrain, by rendering altitude, slope, or Fields mask of any operator object. Terraform4D focusses on workflow and art directability. Terraform4D will be available soon for R20 - R23 on macOS and Windows. Here are some example renderings (Big thanks to my diligent beta testers!) (More renderings as links, as I couldn't upload them all here) https://media.terraform4d.com/renderings/coast-landscape_by-alexander-dick.jpg https://media.terraform4d.com/renderings/hillside-1_by-steve-jarratt.jpg https://media.terraform4d.com/renderings/yellowstone_by-think.jpg https://media.terraform4d.com/renderings/winterfell_by-cinemike.jpg https://media.terraform4d.com/renderings/mond-9_by-think.jpg https://media.terraform4d.com/renderings/mountains-of-madness_by-think.jpg https://media.terraform4d.com/renderings/mountains-mask_by-think.jpg https://media.terraform4d.com/renderings/projekt-island-1_by-alexander-dick.jpg https://media.terraform4d.com/renderings/moon_by-frank.jpg https://media.terraform4d.com/renderings/prairie_by-frank.jpg https://media.terraform4d.com/renderings/25millionpolys_by-frank.jpg Best greetings from Berlin, Frank
  6. Hi there, yes, the source code for FlockModifier is ready for R18 and compiles without problems. However, there's an API bug in Cinema that currently prevents any 3rd party particle modifiers from working. MAXON is aware of the problem and says they'll fix it in one of the upcoming service packs. When that has happened, I'll test if the plugins runs out of the box or if it needs a recompile. Cheers, Frank
  7. goes undercover

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