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.
GEOtexture lets you place and deform (“flow”) any objects or object groups along another c4d surface in it as texture space.
What it is:
What you get:
A C4D native deformer & cloning tool that works in a surface’s texture (UV) space (Objects “flow” along u and v coordinates like a texture)
Place and deform c4d objects or groups of objects, as normal c4d geometry( deformed and scattered), or instances/multi-instances (scattered and scaled)
Deep control on placement, deformation and randomization, by value, texture or shader, or by fields (20+)
Use textures to drive c4d object color (mosaic effects)
Easy map a Material and or a texture(s) or any shaders over ALL clones (!), all render engines that supported for this feature (known from forest pro in 3dsmax)
Border and corner detection, to place special objects on the seams and edges.
GEOTexture, a C4d native deformer & Cloning plugin for c4d 18-23.
Resulting Geometry, and the UV remapping feature work with all render engines (C4d, Physical, Redshift, Octane, Corona, V-Ray, Arnold, Maxwell, Cycles)
Life time perpetual license, based on your c4d serial or maxon user id (21+), no online connection needed.
1 year support and updates free included.
Available as special priced “MEGA TILE BUNDLE” with its “Sister plugin” Q-TILE-PRO.
Can be upgraded later to the MEGA TILE BUNDLE (Q-TILE-PRO+GEOtexture), to get Q-TILE-PRO at a reduced price!
Parquets, wood floors
Roofs, roof tiles
Curved walls (also complex ones)
Stone or brick walls
Historic building elements
Curved elements with structure or cutouts, laser cuts etc
Stairs, free form stairs and ramps,
Streets, street elements
Chesterfield leather parts, etc.
Frames (border & corner detection)
Abstract shapes, art
Scatter plants, trees,
Grass (with border detection to place small patches on the surface/UV edges),
Garden elements, stones
SCATTER & DEFORM ON SURFACES IN TEX SPACE - Q-GEO|texture is designed to let you create complex and detailed 3d geometry and structures, out of simple base geometry – in any very easy way in a few clicks! It allows you to place, deform and scatter c4d objects or full groups of c4d objects onto a surface, similar to a texture. You can choose between deforming the actual geometry, “let of flow” along it, – or to place and scatter render(multi) instances along its texture space. In any case with controls similar to mapping a texture (size, repeat, space between repeated items, randomness).
DETAILED ALIGN FUNCTIONS FOR DEFORMATIONS & CLONES - It's important that you can also control in detail how the placement and/or how deformations take place, in relation to world or local coordinates, axis or planes. To build up many real world geometry, regardless of the base surfaces curvature, you want to align the cloned geometry to certain planes like the xz “ground floor”, or certain coordinates axis: the deformations or placements orientation is then adjusted to your align settings!
CONTROL & RANDOMNESS BY TEXTURE & FIELDS - To give you full power on how your geometry is placed and deformed along the base surface, GEO|texture allows you to control or add randomness via texture input, or in c4d 20 or higher also with using fields as input. You can control sizes, placements, rotations, offsets, color, mapping, etc, and of course also any randomization for further realism is possible in detail, to your needs.
SCALE & DEFORM BASED ON 2 SURFACES! - To give you even more control and possibilities with GEO|texure, use the new function to use a second base surface (“limiter object”) to define the size and deformations of all objects with the help of a second, free form surface. It offers 2 modes, either via a 2nd texture space/mapping, or via a ray hit detection. That way you can control all deformations, sizes and cloning to a next level!
CONTROL OF PLACEMENTS VIA TEXTURE OR FIELDS (C4D R20+) - In GEO|tex you can add as many geometry seeds as you want to deform and scatter them along texture space. To define which clone of the source objects or groups are placed on which parts of the mapping/base surface, Geo|tex allows you to control this not only by randomness, or cyclic placement, but also via a bitmap texture or shader as input (using the textures grey values), that way you can build up things out of many “seed” geometries, and still define precisely where which piece should have its place!
MOSAIC EFFECT - Mosaic effects are often nice and can make nice effects for many uses. GEO|texture has this feature build in. – Similar to Maxon Hair, you can use a “base texture” mapped onto the UV space of the base surface, to drive the base color (c4d display color) of the individual GEO|texture clones. This provides a mosaic like effect. To render it, use the c4d display color shader in engines that support native c4d shaders, or use the mograph color support in other engines like redshift p.e to get the mosaic coloring into your favorite engine!
MAP UV/TEXTURES OVER ALL CLONES IN 1 CLICK - A very new and thrilling feature is the ability to make a bitmap or shader over all clones using one single uv map! This works also on render instances! Many admire and know this feature from the famous 3dsmax plugin Forest pro, – now also all c4d users can use that direct and very simple in c4d on any clones or deformed objects via the GEO|texture plugin! You can map a logo, an image, or a shader over your scattered geometry without the need to use any tracks or complex hacks; it works in any render engine, as it uses the normal uv mapping of the source clones for this effect!
BORDER & CORNER DETECTION - GEO|tex has a nice helper feature to place a certain special geometry on the seams of the UV texture space. this is often helpful for building up your contributions or placements and can save time. In addition to the border detection of the uv map it lets you also place special objects on the corners of each texture. You can also choose to place objects ONLY to the border or corners, and a border size value can define how many uv rows will be used for the border geometry.