Greebler Object : Base tab

Bases are bevelled extrusions of the input objects' polygons in the direction of their normals (or opposite direction if Greeble Back of Polygons is enabled). This is very similar to performing the Cinema 4D Structure commands Extrude followed by a Bevel (with Preserve Groups disabled) on a Polygon object.

Generate Base

Enable or disable the generation of bases on the input objects.

Use Input Selections/Textures

In cases where you want the input object surface varied with bases but without disrupting the current texturing or requiring texturing later on to retain it, this will apply the input object texturing to the Base geometry automatically.

Selections (top/sides/bevels)

Polygon Selection tags will be created for the top, sides, and bevel (if beveling is greater than 0%). This allows you texture these separate areas of the Base extrusion independently.

Add Bottom Caps

Geometry is created to close the underside of the extrusion so that you won't have hollow extrusions. Bottom caps can be textured independently of other areas as described on the main Greebler Object page.

Sparsity

Sparsity is a percentage of how many polygons will be excluded from the generation of Bases. At 0% sparsity, all polygons are employed. At 100% sparsity, no polygons are employed (same as not generating bases at all). Polygons are randomly selected for exclusion.

Height

Two values set the minimum and maximum height to which Bases will be extruded away from the input polygon surface, given in real units of distance.

Bevel

In order to soften the extrusion edges, you can add some edge beveling (45° breaks between the top and sides). The percentage is from 0%, where there is no beveling, to 100%, where the top basically becomes a point.

Add Phong Tag

Adds a Phong tag to the generated Base objects so that you can control surface smoothing while Greebler is still procedural (not Made Editable). The next two options are identical to Cinema 4D's Phong tag settings and set the added Phong tag values accordingly.

Angle Limit

Enable the use of the Phong Angle as a determination of whether or not to smooth between two neighboring polygons.

Phong Angle [0..180°]

The angle represents the difference in angle between two neighboring polygons being considered in the Phong smoothing. The greater the value, the greater the polygon-polygon angular difference included in the smoothing process.

First image shows the input Sphere object. Second image shows the Sphere object with beveled bases generated.

First image shows bases without bottom caps. Second image shows bases with bottom caps.