Use objects like a texture – let them flow, deform and scatter in texture space along any surface.
We put thousands of work hours over more than 1 year of work into GEOtexture. It is a tool that we wished for ourselves for long, it fills a gap in C4D and opens totally new ways to build up elements within c4d, in an easy and effective way. As always with our tools it comes with deep randomization and clone color control!
SCATTER & DEFORM ON SURFACES IN TEX SPACE
Q-GEO|texture allows you to place, deform and scatter c4d objects or full groups of c4d objects onto a surface, similar to a texture.
DETAILED ALIGN FUNCTIONS FOR DEFORMATIONS & CLONES
You can control in detail how the placement and/or deformations take place, in relation to world or local coordinates , axis or planes.
CONTROL & RANDOMNESS BY TEXTURE & FIELDS
GEO|texture allows you to control or add randomness via texture input, or in c4d 20 or higher also with using fields as input.
SCALE & DEFORM BASED ON 2 SURFACES!
GEO|texure can use a second base surface (“limiter object”) to let you define the size and deformations of all objects with the help of a second, free form surface.
CONTROL OF PLACEMENTS VIA TEXTURE OR FIELDS (C4D R20+)
Geo|tex allows you to control which clone of the source objects or groups are placed on which parts of the mapping/base surface not only by randomness, or cyclic placement, but also via a bitmap texture or shader as input (using the textures grey values).
MAP UV/TEXTURES OVER ALL CLONES IN 1 CLICK
Geo|tex allows you to make a bitmap or shader over all clones using one single uv map, this works also on render instances! you can map a logo, an image, a shader or what ever 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!