Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Dec 23 6:48 pm)
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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!!!!!
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?
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
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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!!!