Fri, Nov 22, 9:31 PM CST

Renderosity Forums / Carrara



Welcome to the Carrara Forum

Forum Coordinators: Kalypso

Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)

 

Visit the Carrara Gallery here.

Carrara Free Stuff here.

 
Visit the Renderosity MarketPlace - Your source for digital art content!
 

 



Subject: Photoshop/Carrara Color Differences


dampeoples ( ) posted Thu, 13 March 2003 at 8:22 PM · edited Fri, 22 November 2024 at 4:59 PM

Hi, the flag I made is going into a game, one that regards the color white (255,255,255) as invisible. When I set the background color to white in carrara, then bring it into Photoshop for hacking before I drop it into the game, it's not pure white anymore, but it's close. This is an easy enough fix, but is it possible to correct this in carrara? I'm using the RGB sliders, all set to 255. Thanks, Sterling


bijouchat ( ) posted Fri, 14 March 2003 at 9:13 AM

I used to do this type of trans work... the best thing is to do it in photoshop, usually its working off the texture anyway. I never used Carrara for games textures, though I did use it for creating and finishing models.


mateo_sancarlos ( ) posted Fri, 14 March 2003 at 11:27 AM

Render it as tiff with object masked (alpha-channel for the object's outline)? Then the bgcolor doesn't matter.


dampeoples ( ) posted Fri, 14 March 2003 at 11:31 AM

I was looking into alpha channels, but didn't see that as an option. I better open the manual on this one!


bijouchat ( ) posted Fri, 14 March 2003 at 12:00 PM

ahh, that would work if its just a background. I was working with 3d games so the object was not going in as a rendering, but as an object. So the trans colour was on the object's texture map, which would be rendered invisible by the gaming engine. Its nice that Carrara will export procedurals as a texture map though, but I usually did that work using uvmapper and photoshop instead. (better results) If its a rendered background instead then yeah... scratch what I said, rendering with the alpha channel would work :)I'm not sure what dampeoples is trying to do here, though. Is the flag simply rendered in Carrara or are you importing it and its texture as an object?


bijouchat ( ) posted Fri, 14 March 2003 at 12:06 PM

You'll want to set up a mask in the gbuffers :) I usually render as a PSD file with the gbuffer mask enabled, (look under output settings in the rendering room, second tab where you choose the file size and type) but TIFF will work as well.


dampeoples ( ) posted Fri, 14 March 2003 at 12:19 PM

I'm using the rendered image, we're using the Coldstone game engine to make our game, and it doesn't support 3D. The engine is a fickle creature, I think the time spent learning a programming language would almost equal the time spent creating work-arounds to use Coldstone, but it's all for the fun of it.


bluetone ( ) posted Fri, 14 March 2003 at 4:44 PM

I would guess that the output format your using involves compression, like JPGs, yes? If that's so, then you'll end up with all kinds of problems around the edges of things, as that is the area that a JPG compressor will anti-alias. And since anti-aliasing smudges the colors together to make it 'kinda' smooth, then those areas are no longer 100% white. I would agree with the others, use TIFs instead, set the background to NONE, activate the G-buffer so you have an alpha-channel, and then adjust in Photoshop, or your editor of choice. If this is an animation, then output as sequencial-TIFs, and use a batch process in photoshop to do the edits, or After-effects, whatever compositing program your using. Hope this helps! :>


dampeoples ( ) posted Fri, 14 March 2003 at 4:49 PM

I was actually exporting to Photoshop2.5 format, it was just a still image. I'll try the T-buffer, it sounds like exactly what I need. Thanks for the help, that'll sure beat out fixing the pics by hand with the tablet!


bluetone ( ) posted Fri, 14 March 2003 at 7:07 PM

That's for sure! LOL! Another nice thing is you'll be able to better control how things are composited, and you can use some of the other channels to create special effects. The depth channel gives you a greyscale representation of where things are placed in relation to the camera. (Somebody did a nice discussion of this recently.... I can't remember who.) You can use it to do a selection in Photoshop and then apply a blur. By adjusting it correctly, you can get a great depth of field effect, without the render hit, (or quality loss!) in Carrara. Do a search under 'buffer' or 'channel' within the last 2 weeks here and you might find it. Hope this helps!! :>


hartcons ( ) posted Fri, 14 March 2003 at 9:36 PM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1116406

I posted a few thoughts on using depth maps with Commotion Pro recently and I think similar things can be done in After Effects or Photoshop. Quite a while someone wrote up something specifically for Photoshop were you could use curves to do the same thing (but I haven't been able to find that posting again). All in all, the G-Buffers are quite useful.


mykael ( ) posted Sat, 15 March 2003 at 8:44 AM

Attached Link: http://digitalcarversguild.com

Well I'll be, either a background or a backdrop of 255 comes out as 254. If you have the Noir plugin, you can set the exposure equalizer to strength 100% and master effect 103% and it'll come out with 255s (it'll also make the rest of the image a little bit (3%) brighter). I'd almost suspect a small rounding problem somewhere. Might be worth sending Eovia a bug report. Mik


dampeoples ( ) posted Sun, 16 March 2003 at 4:33 PM

I think i'll send that bug report, see what happens. Yeah, I've got my eye on everything at digital carvers guild, but my wife has her eye on my wallet :)


dampeoples ( ) posted Tue, 18 March 2003 at 2:00 PM

FWIW, the Eovia guy emailed me back, and said basically the same thing you guys did. Thanks for the help. Sterling


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.