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On 15/08/2012 at 10:01, xxxxxxxx wrote:
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Hello,
I'am programmatically creating a mesh which in fact is nothing than just a deformed plane. I want to create an UVW tag onto the virtual object of my generator object to enable UVW mapping for texture-tags. But my current approach is not giving satisfying results.
The algorithm is to lay out the points of the mesh just like a plane in 2D space, and it looks ok in the UV Edit editor.
if (info.generate_uvw) {
UVWTag* tag = UVWTag::Alloc(n_polys);
if (not tag) {
goto end;
}
info.target->InsertTag(tag);
UVWStruct uvwpoly;
LONG poly_i = 0;
Real useg = (Real) info.useg; // Width Segments
Real vseg = (Real) info.vseg; // Height Segments
for (LONG i=0; i < info.useg; i++) {
for (LONG j=0; j < info.vseg; j++) {
uvwpoly.d = Vector((i / useg), (j / vseg), 0);
uvwpoly.c = Vector(((i + 1) / useg), (j / vseg), 0);
uvwpoly.b = Vector(((i + 1) / useg), ((j + 1) / vseg), 0);
uvwpoly.a = Vector((i / useg), ((j + 1) / vseg), 0);
tag->SetSlow(poly_i, uvwpoly);
poly_i++;
}
}
}
The edges might appear like disabled Phong, but it isn't.
No changes were made to the phong tag.
Is there some deep magic behind UVW generation?
Thank you in advance,
Niklas