Fusing
The fusing channel controls the mixing of the two surfaces and the attributes of the interface between them. There is only one Fusing channel that is shared by and controls Surfaces 1 and 2.
Uses a standard texture (a bitmap or channel shader) for the fusing of the two surfaces.
The projection type to use. The following are available to choose from and are functionally the same as Cinema 4D’s normal projections: Spherical, Cylindrical, Flat, Cubic, Frontal, Spatial, UVW and Shrink-Wrap.
Offset X [-∞..+∞%]
Offset Y [-∞..+∞%]
Offset is the offset of the 2D texture in UV.
Length X [-∞..+∞%]
Length Y [-∞..+∞%]
Length is the scaling of the 2D texture in UV.
Tiles X [-∞..+∞]
Tiles Y [-∞..+∞]
Tiles is the tiling of the 2D texture in UV.
If enabled, the 2D texture will tile in UV the number of times specified in the Tiles X and Y values.
If Tiles is enabled, enabling Seamless causes the tiles to be mirrored so that they tile seamlessly.
Position is the offset of the 3D texture space.
Size is the scaling of the 3D texture space.
Rotation is the orientation of the 3D texture space.
Pressing this button causes the settings of the currently selected Material tag in the Object Manager to be pasted into Nukei’s parameters. This makes it easier for you to create a projection using Real Time Texture Mapping and then just copy it in to use in Nukei.
If this option is enabled, the Time in seconds is overridden and can be keyframed in the Cinema 4D Timeline.
If Override Time is enabled, the time entered here will override the Cinema 4D time and can be keyframed. If Override Time is disabled, you can enter a Speed scaling to scale time used for animating the texture / shader.
The falloff of the edge mix between Surface 1 and Surface 2. Large values cause the surfaces to blend together over a larger range, while smaller values cause a sharper break between the two surfaces.
Offsets the boundary between the two surfaces, causing more of one surface or the other to show through.
Edge Shadow Intensity [0..+∞%]
A darkening of the surfaces near the edge to give the appearance of shadowing caused by peeling and flaking.
Edge Shadow Falloff [-100..100%]
Controls the width of the edge shadowing.
1 Bump Amplitude [-∞..+∞%]
2 Bump Amplitude [-∞..+∞%]
The amplitude of the bump caused by the FUSER Texture in Surface 1 and Surface 2.
1 Edge Width [0..100%]
2 Edge Width [0..100%]
The width of the edging around the interface between Surface 1 and Surface 2 that protrudes into Surface 1 and Surface 2.
1 Edge Bump Amplitude [-∞..+∞%]
2 Edge Bump Amplitude [-∞..+∞%]
The bumping of Surface 1 and Surface 2 around the interface between Surface 1 and Surface 2.