introduced in Version 5.69

A Deformer to adjust UV coordinates on objects so that they wrap horizontally and fit vertically into a 2D world.


In the Biplanar world, there is only up (Y), and XZ.


With Bi-planar UV mapping.

With Bi-Planar mapping

Without Bi-Planar UV Mapping

without Bi-Planar UV mapping, textures are stretched scaling is not uniform.


UV coordinates are constructed so that they are square, will not stretch, and have logical continuity, as they would have in the real world. 


What is the point?

  1. This modifier create UV's for typical buildings.
  2. Buildings are always stacked vertically, and loop in XZ. A texture should wrap around a building, regardless of how it is rotated, or the size of the polygons which make it a building.


This is a challenging task. None of the cinema 4d projection modes can do this.  You do not want to have to hand model the UV's for hundreds or thousands of extruded building blocks. The closest match in c4d would be something like Cubic mapping. However, Cubic mapping just works in texture space along aligning to xyz axis, multiplied by the texture tag matrix.  it is almost useless for UV mapping of a city block, with hundreds or thousands of different buildings and infinite variations of height, orientation and structure.



Usage: 

  1. It is a modifier.
  2. you insert it under some geometry, in the same way you use any deformer in c4d.
  3. it works on any polygon object(s) which have a UVW tag.
  4. it modifies the UV tag. it does not change any geometry.


Scale : Larger values increase the size of UV space.

From Floor : if this is enabled, UV Y origin is from the lowest Y  coordinate, increasing upwards. otherwise, UV space Y, starts from the top of the object.


Notes: 

  1. an object has to have a UVW tag for this modifier to work. it wont add a UVW tag.
  2. Object points or polys are not changed. That makes if very fast as the only thing updating is the UV tag.