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Carrara F.A.Q (Last Updated: 2024 Nov 28 3:44 pm)

 

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Subject: Shader Scaling question


Orestes ( ) posted Mon, 30 July 2007 at 7:24 PM · edited Wed, 06 November 2024 at 5:43 PM

file_384283.jpg

Ok, I got into trying the skin shader tut over at http://www.shonner.com, and had nice results. I built the shader on a sphere, but when I tried to apply it to an imported figure (modified V4 mesh) the scaling was way off. If I increase the figures size, the shader scale stays the same, but on the sphere when copied and resized, the texture almost appears to scale with it. I must have missed something here, any ideas?

Here is a pic, the texture on the smallest sphere is about the right scale, but that on V4 makes her look like a leper. :-(

Thanks!


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bwtr ( ) posted Mon, 30 July 2007 at 9:37 PM

file_384292.jpg

Try making these adjustments. Should help.

bwtr


Orestes ( ) posted Mon, 30 July 2007 at 9:57 PM

file_384293.jpg

Thanks for the reply, but I dont think that applies to my problem. My shader is completely procederal, no images maps to tile. Here is a screenshot of the shadertree...


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hdaggers ( ) posted Tue, 31 July 2007 at 9:13 AM

I guess it's too late to ask for a universal 3D Shader Scaler in C6...?

You, probably know the obvious slow solution: to multiply every shader's scale parameter by x8, or x12, or whatever starts to look right.... I've not found a better way to scale a complex shader in all 3 dimensions.

(DCG has some nice UV controls in ShaderOps, but they are 2D-only.)

The reason your shader looks so different from Shonner's might be that you have different settings for Carrara Units in your preferences: 1 unit = feet..., 1 unit = meters..., 1 unit = inches.... Each setting will cause procedurals to behave differently on imported models, whereas a sphere primitive with the same number of facets will be relatively similar no matter what the unit settings.

I understand the Poser people are unusually tiny in the grand 3D universe.

It might help, once you have fixed her shader, to create a "skin sphere" in the vertex modeller (maybe something with plenty of facets) that approximates her surface scale? Might be a fast way to check tweeks to the shader without needing to render the real figure or use a sphere that basically shows no detail at all....

holly


Orestes ( ) posted Tue, 31 July 2007 at 11:22 AM

Thanks, that got me in the right direction.  I didnt check my import unit setting, but I imagine your right, mind is most likely different and causing some trouble. I went into each blender and changed it from local to global, and that seems to have all the objects mapped about the same. Thanks for the help, she looks much better now, no more leasions. lol


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