Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 10 10:15 am)
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That is a nice render! I think shader domains would work well. Convert to a vertex model, select the top and bottom and create a new domain for that. Give your object a layers list shader. Put the original texture for the overall shader and rotate the texture ( or build it horizontally ) and put that for the new domain which should show up in the layers list. Patrick
I think the 45 degree angles at the corners of the frame will be a problem. I had to start in the vertex modeler to deal with this. I think uv mapping is the way to go with a bitmap created in PS or some such. I would be very interested in hearing how you finally do this. BTW congrats on a fine rendering!
First I drew a cross section of a moulding shape in the spline modeler and then chose "torus" from Geometry>Extrusion Preset.
I never would have thought to do it that way... but if it works, it works. :) What I did was simple enough... using the front view, I drew a freehand shape. Back in director's view, I checked the proportions and such, and made sure that the extrusion method was set to pipeline and that the cross section was centered...
anyway... switching to the top view... I used the corners of the working grid as reference points, and moved the points on the extrusion line down to the "bottom" of the grid... left point on the bottom left corner of the grid, right point on the bottom right... Then, making sure that the right (2nd) point is selected, use the pen tool to "connect-the-dots" to the other two corners, and finally back to first, closing the square... switch back to the director's view and you should have your frame.
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Attached Link: 3Ddoodling
In the image at the link, I've created a couple of picture frames using C3's spline modeller... each is one object. The problem I have with the way I have them textured is that the grain of the wood is correct on the horizontal "pieces" of the the frames; but is, naturally, 90 degrees off on the vertical "pieces". What would be the best/easiest way fix this? Shader domains? or UV mapping.... and can you use UV mapping with C's procedural shaders? Have tried interpretting the manual, and I feel like I'm getting close to understanding how to do this... then I get a headache and things get kinda blurry. Will continue trying to figure it out, but I was hoping that maybe someone could put it in simple English for me. Thanks in advance.