Forum: Carrara


Subject: Cool Plug-in

MarkBremmer opened this issue on Aug 18, 2001 ยท 33 posts


MarkBremmer posted Sun, 19 August 2001 at 11:01 PM

Texture maps. I love them. I hate them. They bring great reality to imagery but also come with some strings attached. If you are going to have the camera sitting on the surface of the T-map, the ones that come with MBGrooves aren't high enough in resolution. In fact, for that kind fidelity, a texture map weighing in at about 15 to 30 Megs is what you will need! So, how do you deal with it? 1. Make sure that the "interpolate" check box is activated in the texture map shader window. 2. Tile the T-map. I'm guessing that you overlooked the "Tile" check box. Maps are maps and all of them will tile if Carrara is enabled to tile them. The ones with MBGroove are no different. 3. Extra step: Remember that you will also have to tile the "Groove" shader correspondingly to the the "Texture" shader. Also, some of the MBGroove shaders use 5 similar but different T-maps for diffusion, highlight, bump, reflection and color. All of them will have to be tiled into harmony. 4. Great tip: multiply a procedural shader (spots) to the bump channel and use the slider in the texture map window to reduce the texture map influence. The folks at Industrial light and magic use this technique all the time on planes to disguise repeating patterns. For whatever reason, bump maps made from texture maps get ugly faster up close than the color T-maps do. This is the tecnique is used in the post above. 5. Play with lights and reduce the ambient light. The whole idea behind these tools (AG and MBG) is to show off irregular surfaces. Shining lights dead-on doesn't do that. Cast them across the surface instead. Hope this stuff helps man! Mark