9.5.2

Table Of Contents
960 CHAPTER 18
TEXTURE MAPPING 961
Frontal
The texture is projected from the camera position onto the object. This ensures that, it you project
the texture onto a Polygon object and onto a Background object, the two textures match exactly
(assuming the Texture tags for both objects use the same Offset and Length values).
You can create various visual effects using Frontal mapping, or perform compositing tricks directly
in CINEMA 4D. You have probably seen science ction lms where characters or spaceships gradually
blend into the background using ‘cloaking. Use Frontal mapping for such effects. For another
interesting effect, remove the Background object and move the polygon around!
Spatial
Spatial mapping is similar to Flat projection. However, with Spatial mapping, the texture is pulled up
and to the left as it passes through the object. Spatial mapping does, however, cause some distortion
and as such it is not suitable for photographic images. Spatial mapping is more suitable for structural
textures, such as plaster and marble.
UVW Mapping
If an object has UVW coordinates, you can select them as the projection type. In this case, the texture
geometry is xed to the object surface and is subject to all subsequent movement and deformation
applied to the object. An example of UVW mapping is the page of a book as it is being turned. First
you must x the texture (e.g. ornate text and a pretty picture) to the page using UVW mapping. Next,
animate the turn of the page with a deformation. The texture bends with the page.
All of CINEMA 4D’s primitive objects and NURBS objects have UVW coordinates. If you apply a new
texture to these objects, the projection type in the Texture tag will default to UVW mapping. All
Polygon objects with UVW coordinates have a UVW tag in the Object manager.
Primitive objects and NURBS objects have internal UVW coordinates and do not have a UVW tag in the
Object manager. You can still use UVW mapping with these objects. If you convert a Primitive object
or NURBS to a Polygon object, a UVW tag will appear in the Object manager.
You may be wondering why there are three coordinates (UVW). What’s the third coordinate for?
Conventional textures have two coordinates, one for the horizontal position (X) and one for the
vertical position (Y). In order to make it clear that the coordinates refer to a texture, X is renamed U
and Y is renamed V. Two coordinates (U and V) would be sufcient were it not for 3D shaders. These
are three dimensional textures and as such they require a third coordinate (W) in order to be xed
to the object.
You can apply more than one UVW texture geometry to an object. Create a new Texture tag for the
object, then set the projection you require, such as Flat mapping for a label texture. Next, create new
UVW coordinates for the active texture by choosing Generate UVW Coordinates from the Object
manager’s Texture menu. The selected Texture tag will be set to UVW mapping and will then deform
together with the object.