Gene Carlo Magtoto has been working on an update to UberTracer, the popular tool that allowed you to extend the features of C4D’s MoGraph Tracer.
A live demo of how Vertex Maps and Selection Tags can be used with UberTracer 2.0
UberTracer 2 has been rebuilt form the ground up as a full-fledged plugin for C4D, offering many more features. Nearly complete, Gene Carlo Magtoto shows off UberTracer 2’s ability to work with Vertex Maps ad Selection Tags in C4D.
UberTracer treats Selection Tag and Vertex Map input as name-based, so internal tags for Generator objects like Cloners (child’s tags) and Extrude (C1, C2) can be used.
Gene Carlo notes that using selections and vertex maps can make UberTracer much more responsive. This is because unselected points are ignored in the calculations of the plugin.
No word yet as to a release date for UberTracer 2, but it does seem like it’s very close!
Some other features that are slated for the UberTracer 2 release are:
Fade transitions when over or under distance threshold
- fade will shrink or split edges instead of outright disappearing.
- separate options when going under, within, and going over distance limits (each can be disabled as well.)
- fade distances can be overridden globally, or based on particle life, or vertex maps.
New modes, including “Poly edges”
- Poly Edges will generate splines only along non-ngon polygon edges, similar to AtomArray. This mode will be significantly faster, as it only needs to check existing point pairs.
- The option to use object’s vertices or just the axis is now set per-object.
Can be properly used with Sketch & Toon and Hair Render.
Cloners, Subdivision Surface Objects, etc. can be used as inputs now.
- Clones can be treated as multiple items, or a single object (toggled per object.)
- Standard Particles and TP are usable (I don’t have access to X-Particles, so you’ll have to generate TP from it first.)
All spline generators should be able to use UberTracer as an input object.
Generated spline’s type can now be changed.
Performance has been improved, though it will still be single-threaded for now due to code complexity.