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

 

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Subject: Animated textures in Carrara


faba ( ) posted Sun, 27 July 2008 at 12:36 PM · edited Sun, 24 November 2024 at 5:48 PM

Hello there,

I am not sure if this topic has discussed before. I haven't found any post here and in other places.
So i thought I just gonna ask - the worst thing that can happen is to get no answer :)

Carrara enables us to animate shaders. I personally make heavy use of reference shaders here, since you cannot copy shader sub trees without loosing it's animation data.
Carrara can save shader presets, but it won't safe any animation data.
So far I haven't found a way to safe my animated textures in another way but in my scene.

So my first question:
**Is there a way to store the animation of a shader I haven't found yet?
**
In each animation group under general settings->animation group there is a check box that says "control shaders". I haven't found difference yet with check box activated or not activated. The user guide doesn't say anything about that check box.

So my second question is:
**What exactly does that check box "control shaders" do? And how do I use it properly?

**Thank you in advance!


MarkBremmer ( ) posted Sun, 27 July 2008 at 6:31 PM

 Hi Faba,

The answer is, "yes you can." So hopefully that will make you happy. 

However, the process to do it with clips isn't exactly intuitive. Getting clips to maintain shader animation data is a work flow process and not doing all of the steps will leave you with a 'dead' shader.

After creating your animation group and editable clip, apply the shader that you want to animate. Then enable the checkbox for "Control Shader" and start editing the clip. You'll notice that both the object and the attached shader are enabled as shown by the red highlighting. After you get the animated look you like, save the clip as a Master Clip and then drag it into your Clips tab in your browser.

To apply the animated shader in a new scene, your "target" object needs to already be in an animation group and your shader needs to be in your scene. (this assumes that you've also saved the shader into your browser and it has has been applied to your new object in your new scene) Next, select your new animated group and once again enable the Control Shader option. Then drag your saved clip in the browser into the clip area on the properties tray and from there, drag it into your animation group. The animated clip will engage the animation in your shader.

It's actually easier then it sounds and goes quite quickly. If you do a lot of animated textures like I do, it's a life saver.

Write back with any questions.

Mark






faba ( ) posted Mon, 28 July 2008 at 10:55 AM

Hi Mark,

thank you for the reply :)
It worked pretty well, that was exactly what I was looking for.

Many thanks!


noviski ( ) posted Mon, 28 July 2008 at 9:39 PM

I'm trying to find this "Control Shader" parameter at Animation Group, but I can't find it. I have a lot of animated shaders too, and the NLA clip it's nice idea for it.


MarkBremmer ( ) posted Mon, 28 July 2008 at 10:14 PM

 Select the animation group and then look in the properties tray. There is an option for animation group. You'll need to click on the disclosure triangle to see the checkbox.

Mark






noviski ( ) posted Tue, 29 July 2008 at 1:38 AM

Found it! Thanks, Mark! :)


noviski ( ) posted Wed, 30 July 2008 at 9:07 PM

I made some tests with NLA animated shaders, it's really a very good idea:

http://www.youtube.com/watch?v=hnnjODnneeY

Thanks for the tip! ;)


faba ( ) posted Thu, 31 July 2008 at 1:41 PM

Being able to save animated shaders is only one benefit.
Using NLA enables you to rescale/ move/ loop the key frames without any problem.
You even combine several effects within your animation group, f.e.
animated shader glow + flickering light source, etc.

Again thanks for the tip, it is an incredible help when creating animations with carrara.


MarkBremmer ( ) posted Thu, 31 July 2008 at 1:50 PM

 Indeed. :-D






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