Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Jan 04 8:20 pm)
Visit the Carrara Gallery here.
One of the lighting models is "Bevel" in Shader Plus. It fakes bevels on polyline edges, preventing the requirement to model them. This allows highlights to occur on the edges to better define form and make things look more 'real' since sharp edges are rarely a reality. The image in this post reveals the hard edges that are softened by the Bevel function.
Anything Goos is not a displacement function per se. It merely allows the combining of two different shaders at the edges of objects and then provides ways to apply noise for the blend between the two. Awhile back I did a tutorial that uses Anything Goos: Weatherize Quickly. This vehicle was textured with Anything Goos really fast with no texture painting required.
Thank you for the explanation! It makes perfect sense now.
Sorry, my bad. I've used Anything Goos and love it, but I think I confused this "Bevel" in Shader Plus function with Anything Grooves.
Is there a reason to use Anything Grooves over Carrara's own displacement?
Also: how does "Bevel" fare in terms of render time? Does it add more than what additional geometry would have added or less? Would you use it in animation?
@Anataran,
I use the Carrara Displacement function instead of the Anything Grooves function now.
Regarding Bevel, I've noticed no increase in render time when using it. For animation, especially if you are doing a tight shot, it is better to model the bevel. Since the plugin fakes the effect, in can have some artifacts on pointed corners such as the cube - but not always - it depends on the render settings and camera distance-to-object.
Eric, if you are listening ... would it be possible to convert the Shaders Plus bevel into actual geometry?
I don't know how difficult this would be to code, but it could be a big timesaver for the user.
Certainly it would be worthy of increased pricing for the Shaders Plus plugin if you added it there, or even released it as a new plugin.
Quote - You can bevel all edges at once in the vertex modeler ...
That is good to know. I typically use Hexagon for modeling and I've always had to select the edges I want to bevel. I wrongly assumed Carrara was similar.
That could make a project I was working on in Hexagon a while back much easier.
Definitely have to look at Carrara's beveling then, thanks for the tip Kixum.
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I just came across this texture test I'd done awhile back in preparation for an assignment. I was interested in seeing the fidelity that the Shader Plus bevel function would provide me when using a multichannel mixer for the metal texture. It did a great job keep sublte fillets/bevels accross two shaders on straight geometry, saving me a ton of modeling time.
Anything Goos was used for the texture blender. Gotta hand it to Eric at Digital Carver's Guild, really nice plugins for some great texture control.