Greebler Object : Object tab
This contains general controls that apply to the target objects and the subsequent tabs that aid in generation. Each is explained in detail hereafter. This image at the top of the tab section is actually a button which will open this documentation window, if not already opened. It is also available on the Greebler tag and Greebler Library Management window. A quick way to disable Base, Stock Greebles, Custom Greebles, and Nurnies without having to go to each tab to do so. This is useful to stop an unexpectedly long/large generation of objects more efficiently as the interface is bogged down in the process. An integer value used to vary the random sequences created by the random number generators. All childed target objects will be polygon subdivided as many times as this number is set. This affects bases and the subsequent distribution and counts of Greebles and Nurnies as they are populated on a per-polygon basis. A subdivision of 1 takes 1 quadrangle and subdivides it into 4 polygons, a value of 2 takes 1 quadrangle and subdivides it into 16 polygons. The formulae for calculating the resulting numbers of polygons is:
Be careful not to set this value too large! Large values can quickly consume memory and bog down Cinema 4D to the point of unusability. Instead of extruding bases and placing greebles and nurnies with respect to the polygon normal, they will be done on the opposite side. This avoids the need to explicitly Invert Normals in order to achieve the same results. There may be times when you want to exclude the input target object or exclude it because of complete occlusion (when using Bases with no sparsity, for instance). In the latter case, this can increase performance and decrease render times (from the axiom: Don't render what is not seen). This setting and the next allow you to control 'over greebling'. When dealing with small or thin polygons, the results might not be worth the extra effort of generating geometry with respect to them. The value represents the squared area under which (inclusively) polygons will be excluded. The larger the value the greater the number of polygons may be excluded. You can also exclude polygons by their so-called thinness by enabling this option and setting the percentage value. The percentage value is applied to a ratio between width and length of a polygon. A square (equal width and length) represents the ultimate 'fat' polygon with a ratio of 1:1 = 1. At 100%, all polygons are considered 'thin' and excluded, even square polygons. At 0%, all polygons are included. As you increase the percentage from 0 to 100, polygons with less disparity between width and length are excluded. |