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Spline Patch generates surfaces from three or four splines; object generator
Spline Patch provides users of C4D with a patch-modeling function. It adds to the list of C4D’s nurbs objects and works in a quite similar manner. Drag and drop three or four splines that surround the surface to be created in the spline patch object and choose the number of subdivisions. That’s it!
Highlights
Why do you need spline patches?
Patch-modeling is a method mainly used for modeling curved surfaces true to dimension and size. When working with car-modeling one will inevitably find this rather easy-to-use, yet powerful technique extremely useful. Nearly all tutorials dealing with car-modeling on the internet treat spline patches, with the exception of those designed specifically for Cinema 4D. Until now, this technique was not available for users of this otherwise very powerful 3D-software by Maxon. The Cinema-4D nurbs like “loft”, “lathe” and “sweep” do not offer sufficient alternatives. There is hardly an alternative to patch-modeling besides working directly with points and polygons. Despite this efficient technique there is enough work left to do. Most of which is connected with making splines which lead along characteristic shaping lines. Therefore, you generally use dimensional drawings, so-called blueprints, of the object to be modelled. By and by a cage of lines, a spline-cage, developes which defines the shape of the object. Between these lines surfaces can be spanned with three or four splines with their intersection points as limitations. The spline patch functions of most available applications require precisely determined intersection points in the space, which are created using supplementary functions for welding the splines. Our plugin is quite tolerant in this respect. Just take note that the splines come rather close at the corner points of the spline patch to be created.
Features
Spline patches with Cinema 4D
Spline Patch provides users of C4D with a patch-modeling function. It adds to the list of C4D’s nurbs objects and works in a quite similar manner. Drag and drop three or four splines that surround the surface to be created in the spline patch object and choose the number of subdivisions. That’s it! When the number of subdivisions is set, many programs proceed with generating a polygon mesh, which you can work on with certain tools. This method does not correspond to the non-modal style of Cinema 4D so we decided to conceive our plugin as an object generator. The benefit is obvious: you can change every parameter anytime, including shape and position of the splines! Here, the actual patch-modeling would be finished. Spline Patch offers some more features that might please the patch-modeling fan:
Stitching
This technique makes it possible to sew or weld several surfaces together in order to get a single smooth shape. Just group the spline patches you want to combine under a multi-patch. All patches will then be seamlessly welded together and smoothed, even if they are subdivided in a different way.
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Edge profiles
It is possible to provide the edges of a multi patch with various profiles. For example, in combination with HyperNURBS you are able to create the nicely rounded edges that are typical of the seams you can find on the body of a car. You can even set the gap width! If you are working without HyperNURBS it is possible to get rounded edges by setting a bevel value.
Deforming
The shape of a surface can be changed using either one more spline or a polygon object. But you can do more than just create dents, as the term “deforming” indicates. Moreover, it is possible to bring the surface entirely or partly to a greater or lesser extent into a certain shape. Thus, for example, you can stamp something into the surface or smooth a bulge.
A single object
If you prefer working with a 'real' polygon object, for example, if you want to provide a car with door handles, you can generate a clean polygon object by using the Cinema 4D functions 'Make Editable' or 'Current State to Object' at any time.
Updates
New in Spline Patch 3.0
SplineCage
The main new feature of version 3.0 is the new SplineCage object. Once again, it has become much faster and easier to generate patch objects. In patch modeling, all splines defining the object to be modeled, make the spline cage. The new object works as a generator and creates stable connections at the intersections of all splines of the cage. These connection points can be moved and are retained even when editing the single splines.
The preview options displays all the surface, that can be generated from the cage. With a click, real patch objects are created, optionally subordinated to a MultiPatch object.
Tri-Patch from quadrangles
There are some reasons to avoid triangles in modeling. Until now Tri-patches were always created from triangles. Optionally, Tri-patches can now be generated from quadrangles, if the number of subdivisions is even.
MultiPatch symmetry
The MultiPatch obejct has been enhanced by a symmetry option. The benefit in comparision to the symmetry object is that the symmetry is applied before generating the outer edge profiles. Thus, there are no problems with profiles at the mirror plane.
New parameter for edge profile
The U profile of the outer edges has been enhanced by the parameter 'Length'. It is used to extend the inner part of the 'U'.
Integrated help system
The context sensitive help is now available via the plug-ins menu und is displayed in a window within Cinema 4D.
New in Spline Patch 2.5
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Inner edges
Also the inlying edges of the spline patches that are connected by a multi patch can be edited now. You can bring out these inner edges by breaking the phong shading or by beveling.
Cut-outs
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You can create a Snapshot of an image at any time, which saves all of the settings that you've applied -- this allows you to continue to experiment with a photo after you've found a look that you like for it.
You can define cut-outs using a closed spline object. Several modeling functions, like extrusion or beveling are available to be applied to these cut-outs.
Solid extrusion
The solid extrusion is a new option for the outer edge profiles. With this a completely closed object will be generated, that can be assigned e.g. a transparent material.
Corner profiles
Up to now corner profiles were inserted automatically at the corners of the edge profiles, if the corner was also a polygon corner. Now you can control this behaviour by defining a threshold angle. Additionally, inner corners are included. Corner profiles serve as a controller for the roundings of HyperNURBS.
Horizontal and vertical offset
The former parameter 'gap', that was used to define the distance of the outer edges of a multi patch to the lines of the spline, e.g. in order to realize the car-typical gaps between the components, was extended by a vertical dimension and is called now 'offset'. Both parameters accept also negative values. vSplit patch With this new function a spline patch can be devided into two patch objects along a line of the polygon mesh. The function creates a new spline object at the cutting edge and assigns an instance of it to each spline patch.
Further improvements and bugfixes
The stiching of the spline patches to a multi patch was more optimised, so that problems are eliminated, that might have occured at the crossing points of multiple spline patches. Now, spline primitives can be used for the deforming. The bug, that deformed spline patches were rendered undeformed in the picture viewer is fixed. Now, the subdivisions of the subordinated spline patches can be controlled relatively from the patches panel of the multi patch. Thus, you can test various polygonal resolutions using a percentual slider.
- Windows 32/64, MacOS X
- CINEMA 4D R13 or higher
Running Cinema 4D with a multi license server?
If you run CINEMA 4D with a multi license server, you have to provide the multi-license digits (starting with 2). You may then need multiple plugin licenses depending on the number of clients:
- up to 3 clients: 1 plugin license
- 4 - 7 clients: 2 plugin licenses
- 8 - 14 clients: 3 plugin licenses
- 15 - 25 clients: 4 plugin licenses
- more than 25 clients: 5 plugin licenses
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Introduction
SPLINEPATCH 2.5 is by the same developer as the awesome DRIVE plugin developer, Klaus Heyne at http://www.c4dplugin.com You can read the review of the DRIVE plugin here.
Even before I received the plugin to review I had a feeling that it was going to be another terrific plugin, as the DRIVE plugin from the same developer is quite exceptional. In this review in addition to just reviewing the plugin I´m going to try and explain it´s usage. It´s very similar to the DRIVE plugin in that there´s a lot of power but you do need to spend some time learning how to use it. In the case of SPLINEPATCH not only do you need to learn how to use the plugin you have to learn how to model with CINEMA 4D´s splines and this requires a different approach than regular polygon / box modelling techniques.
If you haven´t heard of patch modelling before it´s nothing new. Other 3D applications like Lightwave, Maya, Animation Master and 3D Studio Max have it or something very similar. The idea is to create spline cages and patches (surfaces) are created between the splines. In C4D you create a patch with either 3 or 4 splines. Each patch is then welded together by making the patch objects child objects of a Multi Patch. Typically you create your splines over background reference images. The power with this modelling technique is that you can create very smooth curves with splines and usually bezier splines. The splines can be easily edited later. An analogy would be be creating curves / splines in a 2D vector drawing program where it´s a lot easier to create smooth curves than drawing them freehand.
Below is an example of what I mean. Here I´m modelling a VW Beetle. A very curvy car!! I´ve traced around the rear guard in several views and used SPLINEPATCH 2.5 to create the surfaces between the splines. I´m able to get very smooth curves using bezier splines.
Perspective view. All splines selected.
You can see how few splines are required to create the guard. In this case there are 5 patches and these are welded together to make the transition between them smooth. There´s nothing that you can´t really do with regular polygon / box modelling but modelling with patches is another technique that in some cases like with the VW guard is a lot quicker. You can if you wish convert the patches into regular polygon objects and or drop them under hypernurbs objects. I´ll go into more detail shortly.
Here´s an hour or two later. I´ve changed the spline colour to blue to make the splines more visible. When you do spline modelling and only model half of the object it´s absolutely essential that you zero out the X and Y axes on the bezier handles, otherwise you´ll have noticeable seams on the symmetry line. This is best done from the structure manager.
SPLINEPATCH Plugin
The plugin is downloaded from the developers site and is only 863kb in size zipped up. Like the DRIVE plugin you have to run the installer exe and this installs the plugin. For those weary of what the installer does. All it does is create a folder in your plugins folder and extracts the plugin there. When you fire up the plugin´s 3 tools / objects appear on in the plugins menu. You´ll most likely want to create a layout just for working with SPLINEPATCH as you´ll be using these tools and commands frequently plus tools and commands for working with splines. The plugin is also linked to your C4D serial number and the developer will supply you with a SPLINEPATCH serial number that you need to enter when you first run C4D after installing the plugin. The plugin is available in English, German and Japanese versions.
You´ll also want to download the manual which is 1.3mb in size. Like the DRIVE plugin manual the SPLINEPATCH manual is very detailed. To understand how the plugin works you´ll need to keep chipping away at the manual and testing things out.
Creating PatchesTo create patches you need 3 or 4 splines that intersect or nearly intersect. I soon figured that I got best results by using snap to points and snap to splines to edit my splines. If the splines are too far apart your patches aren´t that good. Here´s a couple of examples that achieve the same result and demonstrate how patches are created. Keygen generator mac. I´ve circled where the spline points are so that they are easier to identify.
Creating Patches
In the above image I´ve created virtually the same patch with 4 linear splines each. I used the Patch Creator tool to automatically create the patches. More on that soon. This shows that the patches are created where the splines intersect not necessarily where the points are. I think it´s useful to go through this so that you get a feel for how patches are created. Like polygon / box modelling you´ll get best results by keeping your patches 4 sided but it does cope with 3 sided patches pretty well. Recall that with 3 sided polygons you often get smoothing problems under a hypernurbs object or phong shading problems.
Okay now that you´ve seen how patches are created using splines let´s look at the process of the how the patch is created. There´s a number of ways once you´ve created some splines using C4D´s various spline tools:
1. Classical method - Create a Spline Patch object from the plugin menu and manually drag your 3 or 4 splines beneath it. These have to be arranged in clockwise sequence as they appear in the viewport.
2. Standard method - Select the 3 or 4 splines and then select a spline patch object. A patch is created with instance objects that reference the original splines as child objects. The original splines are then available to use in other patches. Apart from being able to use the splines to create other adjacent patches there is no need to have the splines in any specific order in the Object Manager.
3. Patch Creator - This came in SPLINEPATCH 2. Selecting this tool you are given a tool that´s very similar in operation to the close polygon hole tool. As you move the cursor around your splines a ghost patch is shown that represents where a patch would be created if you left click. Generally this works quite provided your spline cage has been constructed well. Sometimes however no matter you do you just can´t get the Patch Creator to select the right splines. There´s a number of fixes for this. The first up is to hold down the shift key and drag around the spline. I found this only worked sometimes. Next up you can revert to the standard method of creating patches and do it manually. Then lastly you can tidy up your spline mesh and or add in additional splines. I found sometimes getting inside the model and looking outwards worked quite well. I then had to reverse the normals of the patch. The patch has a range of options, one being to reverse the normals. I found for things like aeroplane wings that you can´t just draw a spline in the shape of the ribs and then use the Patch Creator tool as it has lots of trouble picking which part of the spline to use. In this case I found by making the rib splines in 2 pieces worked much better. You then need to hide the splines making up the the bottom of the wing whilst creating the patches for the top surface of the wing.
If your spline cage is nice and uniform you can then select all patches and just click on the Multi Patch object. This single click makes all of the selected patches child objects and welds them together. Hopefully making a nice smooth surface. Sometimes however the patches need some editing particularly if the spline is very long. In this case the patch may be connected to the right spline but the 3 or 4 corner points may be in the wrong place. Each patch object has range sliders for each corner point that you can slide around to get the corners right. In addition to this you can adjust the ranges interactively in the viewport by dragging on little handles. To help identify each corner point there are optional symbols i.e. A, B, C & D for each corner. Below is an example where I´ve created patches with the Patch Creator tool and deliberately messed up one corner of the patch. To fix things up you can either drag on the interactive handle in the viewport or drag on the slider in the parameters. You don´t usually have to do much much editing if you´ve done things right but the tools and options are there if you need them. I found the more I used SPLINEPATCH 2.5 the better I got at building spline cages that allowed for easy patch creation.
Editing Patch Ranges
Patch objects have lots of settings. These settings can be a little overwhelming but the manual explains what they all do and often you don´t really need to bother with them and once you´ve used the settings a few times they become quite straight forward. So long as your patch looks okay in the viewport you really don´t need to do much else. Other settings include reversing the patch orientation, centering the axis, reversing the sequence, selecting individual splines that make up the patch and more.
Multi PatchesAfter you´ve created some patches you have to join them together. The reason for this is to make the surfaces smooth between the patches because of the phong shading. The patches still remain separate and you can still modify the source splines and the patches and multi patch will update. The easiest way to connect your patches with a Multi Patch is to select all of the patches you want connected and simply select the Multi Patch object from the menu or toolbar.
Let´s have a look at a before and after shot to demonstrate what the difference between having a multi patch object and not.
No Multi Patch Object With Multi Patch Object
Further smoothing can be obtained by either dropping the Multi Patch object under a hypernurbs object or adjusting the resolution of the Multi Patch object. Just like the Patch objects the Multi Patch object has a range of options and clever things that it can do. First up you can use it to globally control resolution of the individual patches. Much easier than doing this individually. Patches can be untriangulated and UV coordinates generated if need be. There´s a range of display options to display or hide inner and outer edge mini legends. More on some of these shorlty.
By the way, if I scared you off before with the spline range editing. If you build a reasonable spline cage like the mouse here then no adjusting of patch spline ranges is required. Creating the patches was done in seconds.
Like patches, multi patches can be made editable and transformed into regular polygons. Prior to this they are pretty much the same kind of surface as what other nurb type objects have. With individual patches you can control the resolution of them but best practice is to control them globally from the multipatch object. Like most things with the plugin, there´s a range of options for doing this. There´s so many settings for Multi Patches that I can´t possibly cover them all in the review. Here´s a screen grab of most of the settings. So many that I had to create 2 Attribute managers to show them.
Multi Patches - Settings