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Carrara F.A.Q (Last Updated: 2024 Nov 05 6:06 am)
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This sounds like the refraction going wild. Also, know that it is important to have something to reflect in the glass. The recent versions of Carrara 7 still have the old presents, so the more advanced options of the shader tree are missing. Look for the shading options like 'reflection' and 'index of refraction' and use options like fresnel effect.
Also, you can look for free shaders and tutorials for this. Glass is hard to get right. There are even expansion packs (shoestringshaders) that add factors that are not in the standard shader tree.
Thanks for the good advice. By the way, I uploaded the image about 10 minutes after my post as it needed compressing a bit. Now you can also see exactly what I meant, but you obviously understood from my description anyway. I'll try altering the refraction and reflection of the clear glass preset first and maybe do a slightly lower quality render (as I don't fancy waiting 12 hours again), then post the result later. Thanks again. :)
Carrara has a good, (albiet somewhat slow) calculation scheme for real world Fresnel effects. It does take longer to render than the the "fake" fresnel of ShaderOps by DCG and Shoestring Shaders. Although Shoestring Shaders has a "real" Fresnel version as well, it was created before Carrara had the Fresnel effect as part of the software and is redundant.
Why use real Fresnel over fake Fresnel effects? The fake fresnel effects only present an approximation to the camera of what Fresnel would look like and not what is really happening optically. So, if you have multiple lights hitting the ojbect, the fake fresnel solutions will make the other shadows from the glass object behave in a very weird fashion, rendering as a solid instead of a transparent object.
Hope this helps. Click on the picture if you want to see the shader tree more clearly.
Mark
PS: This render only took 7 minutes with lower settings and a smaller image. I've since learnt to leave the big render until I've got the shader settings right. :)
I personally use the presets because they are made from actual refraction values. However, to each his own taste. In the example above, I've mixed two different values (common and crown glass) for the refraction with a noise shader. It's a fast way to add variation without a speed penalty that is associated with a bump texture.
Be careful about over setting the render options. The highest settings do not ensure a better render but do guarantee a longer render time. (This is true for all 3D software by the way) Except for special circumstances, basic screen resolution renders like these should take no more than a couple of minutes depending on your system.
Mark
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Holyforest,
Hundreds of shaders for
Carrara
That's a brilliant render you've done there Mark. Very realistic. I'm starting to wonder if my over-simplistic model is the problem rather than the refraction. It's just a lathed vertex object with 64 vertices for the circle. I have a glass very similar to it beside me funnily enough. :) All I know is when I look at it at the same angle as my render the refraction is minimal. Maybe I need to increase the fresnel effect to make it look more like the real glass. I agree that the presets produce great effects, but as I said it could be my lack of modelling skills that's the culprit here. I'll stick with it for now though and add more fresnel, then post it again a bit later. Thanks also for the advice about render settings. My laptop is a couple of years old and was pretty average when I bought it, so I'd say 5 minutes for me is about right. Last time I just used the high quality preset and added light through transparency to it and it took 7 minutes, so I'll probably stay with that now. Thanks again.
Darren
I'm struggling to get what I want from the shader tree as it is. This image is with 25% fresnel (transparency and reflection) and 1% refraction, but this time I changed the angle of the light to simulate the lighting on my real glass beside me. I hoped that was the problem but soon found out I was mistaken, as you can see. I've tried decreasing the refraction to under 1% but I think the problem lies with the fresnel effect. I tried increasing it to 50% but I just get darker lines either side of the glass. It's as if the fresnel is affecting one layer of transparency but not both, therefore creating a bowl effect. The inside of that glass is not rounded at all yet the refraction makes it look more like a vase than a pint glass. Could it be that the fresnel is not going through two layers?
I'm really sorry to bump this thread again but I'm almost at my wit's end with this. I have shoestring shaders working properly afterall. The black area is just due to the distortion of the SS glass shader and me not having a back wall in my scene. I feel like taking a photo of my real glass on a coaster at the same angle as my renders just to prove how little refraction there is. It's absolutely nothing like any of the glass presets in Carrara or shoestring. I've tried minimizing the distortion by changing the different properties including the fresnel effect properties and the top half of the glass looks fine, but not the bottom half. I'm sure if I changed it to a wine glass it'd be fine but I'm determined to get this one right.
If anyone is interested in my little plight could I perhaps send someone my scene file so they can prove me wrong about this? I'm just not sure subtle refraction is possible in the Carrara shader tree, but hopefully it's my lack of knowledge or my simple model at fault.
So if someone wouldn't mind please let me know. Cheers. :)
Download the attached file and change the ".txt.gz" suffix to ".car" and open the file in Carrara. It's the wine glass and wine from my earlier render. It includes both textures and doesn't use any plug-ins, just pure Carrara stuff.
Seeing how the shaders and scene is built should help you along.
Best regards,
Mark
Darren
This is my new model with Carrara's clear glass preset (unaltered) applied to it. The refraction is the same or very similar to that of my real glass, so problem solved there. I now have a black ring around the base and no highlight(s). I'm not sure why it's done that. Any ideas?
PS: Sorry about the shaders thing.
Sorry for stealing the thread, but you guys were talking about the fresnel effect. I never really understood what the fresnel effect is. I can't seem to wrap my head around it.
Could anyone show a render where the fresnel effect is really obvious and point out where to look? I know I'm probably stupid but I'd like to think it's even more stupid not to ask.
Think of standing outside and looking into a car window on a sunny day. the more directly perpendicular you are to the car window, the easier it is to see in. The more the window angles away from you if you move, the more difficult it is to see in. This is because as the angle of the viewer increases, the surface begins reflecting more light.
So, in on round, curving or angled surfaces, the surface will reflect more and simultaneously appear darker or lighter depending on the environment around it. The reflected environment is more intense at the edges of the glass too.
In this example, you can see the wood getting darker towards the edge of the glass while the center of the glass shows it clearly.
Mark
Sometimes I'm just really happy being a Carrara user knowing Mark Bremmer is on our side. But seriously, I've read a bunch of explanations about angle this and angle that, but none as simple and easy as your example with the car window. Thank you, everything just made sense all of a sudden.
The only problem now is that I feel this urge to re-render anything I ever made with glass material since I always skipped the fresnel effect.
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