Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 05 6:06 am)
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I was doing a shot last night in C4 Pro and had a similar issue. Mine was a QuickTime clip with an alpha channel. When I put the alpha channel in the alpha, I saw the outline of the plane. However, when I put nothing in the alpha channel and just put the QT clip in the color channel, the plane became completely invisible except for where the figure was. Maybe that would help?
Wow---setting to zero? But on the other hand, why then does Carrara default to "none" if "none" is not a non-zero entry? This apparently means you need to manually set a value of zero for every channel you aren't using in a texture. I'd call that a bug. But I also have hopes that this will finally solve the "black eye" problem in Poser imports (in every version of Carrara I have tried -- prior to 5pro, which I haven't fired up yet -- eyelashes will not render fully transparent.)
I have that problem(smudgy or black textures) on the mil baby, but I am looking at the eyebrow and eyelash textures. They don't look right.Both the texture and alpha don't look right in fwmx2004. I am going to play with textures. I think they may be to blame on this issue.
No need to think outside the box....
Just make it
invisible.
No need to think outside the box....
Just make it
invisible.
I heard Eovia is already working on a fix for eyebrow problems like this.
www.youtube.com/user/ShawnDriscollCG
The successful transparencies I've seen (for instance when I import a Poser Figure using Transposer2), do something, if I recall correctly, like this: The shader is a mixed channel shader. Source 1 has the head texture in it in the color component. Source 2 has a mixer and in the first part in the color comp. is the transparency map and in the blender channel in the transparency action and it's slider is slid to 100%. I'll check if it's otherwise, but transparency works something like that in Carrara.
Ok, just had the look I should have had before; this is how the eyelash channel is on my figure. It's a Multi Channel Mixer. Source 1 is Multi Channel and the color can be set (if you want the lashes to be a particular color), shininess, highlight, can be set as you'd like. Source 2 is Multi Channel and everything is set to None except for transparency which is set to 100% The Blender Channel contains the trans map image. Now, in the file I looked at, the invert (invert image) button was selected in the image map section. I've also seen it not selected and work. So if the above doesn't work, one could try inverting (or uninverting) that toggle.
Yeah shonner I tweaked a bunch of stuff including brows thought they were too dark. The milbaby is a bit freaky to me. I made some changes to make it less freaky, but I did try it with out brows. Haven't really spent much time with it just testing for this trans issue since it keeps coming up.I may want to do new textures...who knows.Mainly I think it's the baldness. :)Babies can be hard.
No need to think outside the box....
Just make it
invisible.
All babies have larger heads proportionally and with little or no hair their heads, particularly foreheads look large. I had been playing with eyelashes and brows to adjust them, but between going back and forth and resetting alphas somehow the changes weren't there. This is actually from D|S so I updated that also and was playing w/ their new export options trying to get that tweaked.Some options were not successful at all. I wish when you imported something and deleted it the shaders went also or there was an option for this. It gets tedious to get rid of that stuff when an import goes wrong. Easier to just start a new scene.
No need to think outside the box....
Just make it
invisible.
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Please, anyone?
Snekkis