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

 

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Subject: Shading Domains?


x2000 ( ) posted Sat, 08 September 2001 at 6:36 PM · edited Mon, 23 December 2024 at 12:41 PM

Does anyone know how to create or define shading domains? The manual mentions it, but never actually tells you how to do it. I did a search here and brought up an old thread where someone asked the same question, but no one ever really answered there, either. All I get is domain "0". How would you, to use the example from the manual, use this function to shade the ends of a cylindrical object like a log differently from the sides? Strike two for the manual (strike one is no mention of import/export functions aside from just listing file formats). Damn that manual!!!


x2000 ( ) posted Sat, 08 September 2001 at 8:11 PM

Well, I went back page by page and I did find a solution 70-some threads back: select the end, Detach Polygons, Cut, Paste, repeat on other end. It did seem to work, too (at least on a vertex cylinder). Why isn't this in the manual? And does anyone know another, simpler method? DAMN that manual!!!!!


Miss Nancy ( ) posted Sat, 08 September 2001 at 8:13 PM

manuals always leave alot to the imagination to do the cylinder, I would "cheat". just map it in UVMapper prior to import into Carrara, then use the template to create a texture map, which Carrara should import easily.



Jason ( ) posted Sat, 08 September 2001 at 8:34 PM

file_208750.jpg

Yes there is a simpler method. In the texture room with the simple cylinder create a flat mapping texture. Use layer list first so that the bottom and top of the cylinder will have a different texture. (Use picture I supplied to create example)


NathanStiennon ( ) posted Sat, 08 September 2001 at 10:12 PM

Is there a way to do this in Raydream?


Jason ( ) posted Sat, 08 September 2001 at 10:18 PM

I'm not sure if you can do this in Raydream. Depends if there is any options that allow you to do a flat mapping and layerlist.


willf ( ) posted Sun, 09 September 2001 at 12:09 AM

file_208752.jpg

Jason has the right idea.


x2000 ( ) posted Sun, 09 September 2001 at 8:33 AM

Ah, that works! Thanks.


MarkBremmer ( ) posted Sun, 09 September 2001 at 5:42 PM

file_208753.jpg

Just a continuation of the theme... Spline models integrate extremely well with the texture room. The above spline model is just a simple compound shape. When you select Layer List as the shader method, you are shown all of the surfaces independently, giving even more choices than flat mapping. Mark www.MarkBremmer.com






x2000 ( ) posted Sun, 09 September 2001 at 7:18 PM

Yeah, now this looks more like what the manual was talking about (although the flat mapping works pretty good). Is there a way to do it this way with vertex objects, aside from the Detach/Cut/Paste method I described above? Also, I haven't used the metaball modeler yet. Do any of these methods work with metaballs?


MarkBremmer ( ) posted Mon, 10 September 2001 at 6:56 AM

Vertex models are less precise, and sometimes, very unpredictable when trying to guess how the textures will work. UV mapper is a good choice for precision vertex mapping. Sometimes metaball objects work well, sometimes they don't. Color seems to shade consitently but bump maps or texture maps are a problem occasinally. Mark www.MarkBremmer.com






x2000 ( ) posted Mon, 10 September 2001 at 7:44 AM

Thanks for the help.


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