NEW IN R21

Material Manager Material Nodes Individual Assets Generator Cells Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

Cells Preview Basic Inputs Outputs ContextInputs

Here you can, for example, input grayscales or float comma values into the node to affect the density of the cells. Pure white, or a value of 1.0, will generate the maximum density for cells. The size of the density in the end iw also affected by the Max Points setting.

Seed [-2147483648..2147483647]

The distribution of the cells is based on a random calculation that in turn is based on this Seed value. Changing the Seed value will therefore result in a recalculation of the cell pattern.

This setting defines the maximum number of cell kernals that should be generated if Distribution is set to 1. The calculation time will increase accordingly with the number of cell kernels. The cells will also become correspondingly smaller. The arrangement of the cells can also be affected by the Distribution Strategy setting. The actual number of cells that are visible is also defined using the Distribution setting.

Here you can select between two modes to define how the cell kernels are positioned:

- Random: The cells will be generated randomly without verifying the position of neighboring cells. This can, therefore, result in a inhomogeneous distribution of cells, i.e., areas with many gaps and areas in which many cells are positioned very close together.
- Space Filling: Here a random distribution of cells will also take place but the distance between neighboring cells will also be evaluated in order to fill the area as uniformly as possible.

The Distribution, Max Points and Distribution Strategy settings define the position, density and number of cell kernels. The Distance Mode can be used to affect the shape of the cells. The Exponent setting can be used to define the contrast of the cells.

- Distance: In this mode, the cells will expand uniformly and linearly from the positioned cell kernel outwards. The border between neighboring cells will be created automatically and depends only on the distance between the neighboring cell kernels.
- Squared Distance: This works similarly to the Distance option only that no linear distance calculation to the neighboring cells will be made. Instead, a squared distance calculation will be made. The result is that the coloring of the cells will be more homogeneous and substantial to the edges. The reults of the Distance and Squared Distance options can be mixed with the Exponent setting. The Squared Distance option with an Exponent 2, for example, will produce the same result as thd Squared Distance option with an Exponent 1.
- Slanted Left: This option produced a result similar to Squared Distance only that cells will be distorted diagonally from the top left to the bottom right.

- Slanted Right: Works like Slanted Left only that the slant is from the top right to the bottom left.

- Cross: This option is similar to the Distance option only that the cells will always have 4 tips that run parallel to the U and V directions of the texture tile. The shape of the cells is therefore dependet less on the number and distribution of the neighboring cells.

- Diagonal Cross: This option works like th Cross option only that the tips of the cells will be arranged at a 45° angle and therewith always parallel to the diagonals of the texture tile.

- Star: This option is only identical to the Cross mode at first glance. Together with the Exponent value, a soft blend can be created between the Distance and Cross options. In addition, if the Exponent is very small, an even more detailed star shape than with the Cross option can be created. Higher Exponent values will produce results similar to the Distance option but will lead to a more squared cell shape with diagonal tips.

Ths numeric value is used to affect the contrast of the cells.