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Subject: shader masking exercise


smcquinn ( ) posted Tue, 27 February 2001 at 4:07 AM ยท edited Sun, 28 July 2024 at 4:33 PM

file_150497.jpg

I'm starting to understand how to locate shader effects on a model where I want them. Shading created in Carrara without any UV mapping. SMcQ


ClintH ( ) posted Tue, 27 February 2001 at 8:12 AM

Very cool. Clint

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All my life I've been over the top ... I don't know what I'm doing ... All I know is I don't wana stop!
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DigitalDream#3 ( ) posted Tue, 27 February 2001 at 1:19 PM

Very nice! What's the method.


willf ( ) posted Tue, 27 February 2001 at 1:35 PM

Nice shades! Amazing what can be done when you take the time to figure it out. Thanks for the inspiration.


smcquinn ( ) posted Tue, 27 February 2001 at 2:27 PM

The method I'm developing utilizes the master projection options in the Vertex Modeler (properties tray). The practicality of a parametric shape on any particular part of the model depends on having good projection coverage for that area. A key ingredient is to use sectored grids as projection templates to guide the painting of opacity masks (textures, too, although for this image I used maps only as masks and blenders). With my paint program open in a small window over Carrara, I can paint, save, and reload in Carrara for progressive improvements. Also employed the DCG slope function to make separations based on the contours of the model. These methods do not rely on uv maps (which are really a pain, even with UVMapper). What would be really great for Carrara 2 is the ability to use any favorite paint program within Carrara by simply clicking on a texture map in a shader tree. A bit more involved than using Maxon's Bodypaint 3d, but a whole lot cheaper. SMcQ


brenthomer ( ) posted Tue, 27 February 2001 at 5:12 PM

ok here's A question: How come when I use projection mapping I get inconsistant results...IE when I map on one side it appears to have differnet values than if I map on the oposit side. My guess is that there is a front to every object and thats how it projects. If you dont guess where that front is then you get wierd reflections on your map...how far off base am I? The only way I can texture in Carrara is to model everything with little parts and then just texture each part. I have never been able to use projection/parametric/etc in the way the manual describes. Something is always messed up. Anyone have any good tutorials? When I do the ones in Carrara bible it always works, but anyone can put a texture on the can...its a bit different when I build larger more complex models. Oh well..maybe when amapi becomes available in C2 things will be a bit different. I think a lot of my problems happen b/c I dont model in Carrara.


smcquinn ( ) posted Wed, 28 February 2001 at 1:42 AM

file_150499.jpg

Here is a sectored grid map you can use to determine what maps to where. I got it from the Big Kahuna winners, Tim Coleman and O.D. Wolfson, who made "Bowlin' fer Souls." I don't remember the name of their studio. BTW, It looks like 3D Expo and the Big Kahuna content are now defunct, along with 3D Magazine. The web version, 3D Gate, is still active. SMcQ


graylensman ( ) posted Wed, 28 February 2001 at 7:30 AM

yes, I remember that article. Thanks for posting the sector map. Can't wait to try it! I was saddened when 3D mag folded. According to the editor, their publisher "determined" that the needs of the readership were best served through other publications. Those rags never gave me the info i wanted, so I just let those (free!) subscriptions lapse.


rockjockjared ( ) posted Sun, 04 March 2001 at 2:15 AM

Thank you so much for posting that map!!! It really helps to know exactly where and why Carrara is texturing the image! Thanks Again, rockjockjared


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