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mtRayline

mtRayline generates rays from a starting point, casts them out into the scene and collides them off chosen objects.

Rays can also be cast to bounce within an object’s volume.

Splines are generated from the rays and can be animated.


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mtRayline User Interface (UI) menu.

Set as Center, by default, this changes the distribution of the starting points for the rays.

The alternatives are: Circle, Line, Custom Object and X-Particles.

All rays start at the same central point.

mtRayLine_Shape_Center.png

Shape set as Center, with rays starting at the same central point.

Rays start from the same point, offset by a radial value, controlled by the Spread settings.

mtRayLine_Shape_Circle.png

Shape is set as Circle here, with rays in a radial pattern.

Rays start equally-spaced along a row, controlled by the Spread settings.

mtRayLine_Shape_Line.png

Shape in the Line setting.

Rays start from points of the object in the Custom Object field.

mtRayLine_Shape_Custom Object.png

Here, the Shape setting is Custom Object, with a Plane in the Custom Object field.

For this setting to work, there must be an emitter in your scene.

You can either drop an emitter into the Emitter field or add an emitter by clicking the Add Emitter button.

Rays will then begin from particles emitted.

mtRayLine_Shape_X-Particles.png

The Shape setting of X-Particles, with rays being emitted from the xpEmitter, in the Emitter field.

The mtRayLine object must exist within the volume of a linked collider object.

Rays will then bounce in the inside of the collider mesh, as in the image below.

mtRayLine_Volume_v02.png

The mtRayline object is inside this Platonic, with a Shape setting of Center and a Ray Count of 25.

Only available in the Shape settings of Custom Object and X-Particles.

Set as Custom, by default, this has a different control over where the rays originate, based on the point count in the geometry mesh and the Ray Count value.

A ray count generates rays, starting from the first points and increasing the ray count increases the amount of rays until all points are generating rays.

With an emitter. low ray count generates rays from the first particles born; if there are 100 particles but the Count Type is set to Custom Point with a ray count of 5, only the first 5 of 100 particles will generate rays.

The alternative setting is All Points.

Dependent on the Ray Count value, this gives you control over the pattern of the rays’ emission.

mtRayLine_Custom Object_Custom_02.png

In this image, the Point Count Type is Custom, with a Ray Count value of 15 coming from the Custom Object, which is a Plane.

mtRayLine_Custom Object_Custom_02.png

The same settings as above, but the Ray Count has been increased to 50.

mtRayLine_X-Particles_Custom_01.PNG

Here the Shape is X-Particles, with particles being emitted. There is a Point Count Type of Custom and a Ray Count of 15, so rays are being generated only from the first 15 particles.

mtRayLine_X-Particles_Custom_02.PNG

Identical settings as above, except the Ray Count is increased to 50.

Rays will be emitted from every point on your object or every particle emitted, depending on whether the Shape setting is Custom Object or X-Particles.

mtRayLine_X-Particles_All Points.PNG

With the Point Count Type of All Points, every particle emitted here is creating a ray.

Only available when the Shape setting of Custom Object is selected.

Drop your polygon object into this field to make it the origin of your rays.

Alternatively, use the eye-dropper tool to select an object in your scene.

Clicking on the drop-down arrow next to the parameter will give you access to the Cinema 4D Object tab settings for your object.

Only available when the Shape setting of X-Particles is selected.

Drop your emitter into this field to make particles the origin of your rays.

Click this button to add a new emitter to your field.

Any item(s) dragged and dropped into this list will become a collider for rays which are in its path.

Items can be disabled by clicking the green arrow (turning it into a red cross) and then rays will simply pass through them.

mtRayLine_Collider Objects_v03.png

The three Cubes in this scene are all enabled in the Colliders list and rays are bouncing off them.


If disabled, rays will bounce off a surface.

If enabled, rays will stop once it intersects/collides with a filter object.

mtRayLine_Single Shot 02.png

Here, Single Shot is enabled so the rays stop at the first collision, with a Cube primitive.

The number of rays being cast.

mtRayLine_Ray Count 01.png

Ray Count value of 12.

mtRayLine_Ray Count 02.png

Ray Count increased to 65.

The desired length of each ray.

mtRayLine_Ray Length_v01.png

This image shows a Ray Length of 850cm, above, and 1500cm, below.

You can add a variation between the length of the rays with this parameter.

mtRayLine_Ray Length_Variation_v01.png

The top has a Length Variation of 0 (zero) % so all rays are the same length. It is raised to 75% below, with clear variety in length.

If Shape is set to Line or Circle, this is the distance of distribution between the rays’ starting points.

mtRayLine_Spread_v01.png

Spread settings of 600cm (top) and 300cm (below).

Vary the size of spread for each ray, randomly, by this strength.

mtRayLine_Spread_Variation_v01.png

Spread Variation is zero, above, but it is set at 100%, below, giving a different spread setting between each ray line.

The degree by which each ray will offset from the center.

mtRayLine_Angle_v01.png

The Angle settings here are 0 (zero) degrees, above, and 15 degrees, below.

Vary the size of angle for each ray, randomly, by this strength.

mtRayLine_Angle Variation_v01.png

Here there is zero Angle Variation (top) and 35% (bottom) applied.

Give a random value for the ray pattern, dependent on the settings above.


Ticking this box will invert the following Start and End settings.

Rays will begin at this offset to their original size.

This can be animated for growth effects.

Start is animated here, as it drops from 100% to 0 (zero) % and rays bounce off a rotating scene Pyramid and three Cubes (all set as Colliders).

Rays will end at this offset to their original size.

End is keyframed here, resulting in the rays drawing in from start to end.

Vary the size of growth for each ray randomly by this strength.

This animation demonstrates a 75% Variation setting on the size of growth for each ray.


These are the standard Cinema 4D spline options.

Set as Linear, by default, this changes how the spline shape is calculated.

The alternative options are: Akima, Bezier, B-Spline and Cubic.

mtRayLine_Type_Linear_v01.png

Linear spline Type setting.

mtRayLine_Type_BSpline_v01.png

B-Spline setting.

Enabling this will create a final section between the first and last points, closing the spline.

Set as Natural, by default, these are the standard Cinema 4D options.

Alternatives are: None, Uniform, Adaptive and Subdivision.

These options are relevant to different Type and Intermediate Point selections.


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The Points tab UI settings.

The results can be expanded by adding various objects to the start, end and contact points.

Set as Render Instance, by default, this changes the type of any polygonal object, which is added as a custom object.

The alternative options are: Polygon, Single Mesh and Multi-Instance.


Each of the three points has the same parameters.

Add an emitter here, by dragging and dropping into the field or by clicking the Add Emitter button, to spawn particles at these points.

mtRayLine_Points_X-Particles_v02.png

Here, emitters are being used for Start Points, End Points and Contact Points for the rays.

Clones a polygon or spline object to each point.

mtRayLine_Points_Custom Object_v03.png

In this image, a Platonic, a Cone and a Torus are being used as Custom Objects for Start Points, Contact Points and End Points respectively.

Clicking on the drop-down arrow next to the parameter will give you access to the Cinema 4D Object tab settings for your object.

Enabling this aligns the new object to face the direction of the ray.


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The Display tab UI menu.

These options will change the display of splines and points in your scene.

This parameter enables the gradient coloring on the splines/rays in the scene.


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