Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 28 3:44 pm)
Visit the Carrara Gallery here.
That's looks nice and comfy (the mattress of course!). The texture looks increadibly realistic.
Can you share your shader secret for this? Either way, great work Mark!
-AniMajik
FatCatAlley.net | Now Playing "SpaceCat 5" Parts 1 and 2
Here is the settings for the texture without displacement. (which will be in the next post)
Trick#1
Carrara, unlike some other 3D apps, does not have a channel for occlusion textures – what happens when shadows/darkening rapidly increases where two objects intersect. So, I've created that ability by multiplying an occlusion texture map into the Color (diffusion) channel.
Trick#2
To get harmonious color, I've duplicated the Texture Map into the Highlight channel and reduced it's brightness to 50% so the color of the highlights matches the object colors, but not real aggressively.
Trick#3
Creating a texture based Shininess map so 'logical' areas of the texture will simply be more worn/polished then the recesses of surface.
This shows the texture with displacement added.
Because the scene scale is set to Medium, and the texutre is very bumpy, I've set the displacement Amplitude to .02 feet.
Displacement is never the same from object to object. In this case, I have a simple plane primative. So, I've increased the minimum sample count to 50,000 and the adaptive steps (think of it as subdivision) to 3.
Why is displacement such a variable and never the same, even when used in the same scene? Much of it has to do with the polygon count of the object you are applying it to. The greater the original polygon count, the less adapative steps and lower sample counts will be required.
Workflow Trick
Create a basic texture with displacement and then duplicate it three times in your shaders panel. Add the suffix Low, Medium and High to indicate polygon counts of the objects you will apply it to. Then, for each shader, adjust the Adaptive steps and Sample count accordingly. This way you will have a faster experience when dragging and dropping the shader on additional objects in your scene. **Of course, you might have to tweak a shader and create a new derivative depending on the target object, but at least you will have a head start.
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