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125 comments found!
tebop, The number you see next to the frame rate is NOT the length of the animation. It is just the length controlled by the scrub bar (that long line at the top of your image here). Animation length is controlled (as you surmised) by the yellow bar in the timeline. The easiest way to change this (without having to drag it) is to go to the render room and look under the Output tab. The file format header has the length to be rendered. Simply put the length in the supplied boxes (in minutes:seconds:frames format) and it will adjust the marker in the timeline. If you are rendering at 24fps and your animation is 29 and 1/2 seconds you would enter 00:29:12 as 12 is a half second at that frame rate. Simple? Maybe not, but that should explain it. Let me know if it's the same on a Mac as I use a PC. Ken
Thread: My image needs assistance, rendering issues I think!!!?? | Forum: Carrara
Scott, If you've got a free few, try to post a wireframe of the image. Should only take a few secs to render. This will give us a good idea of how the scene renders out... Ken
Thread: My image needs assistance, rendering issues I think!!!?? | Forum: Carrara
Scott, looks like you have some bleeding from the internal lights. I'm going to make an assumption that they are spheres with a glow scaled to 600%. If the sconce/fixture has any open facets along the way, that would cause the bleeding. If not, I would recommend making the globes in the fixture smaller. Size is not an issue in indirect glow lighting and if any of the glow facets are intruding on the fixture that would also cause the bleeding we are seeing here. Ken
Thread: HDRI render problems... | Forum: Carrara
Ed, very perceptive and very true. I'm not at all sure how I would go about simulating exposure settings in C3, but I'm sure it can be done. Right now I only use one image to set up the shot, so I guess, yes, it would be LDR. For what it's worth, though, it seems to work just fine for what I am looking for. But for specifics, I am VERY sure that by using GI images to create the HDR file (whether HDRI or LDRI) it is a better approximation of natural lighting than just adding in a straight ray trace without GI. Maybe I'm rambling.... ?? Ken
Thread: HDRI render problems... | Forum: Carrara
Thread: HDRI render problems... | Forum: Carrara
tkane, there are no lights in this image at all, just the HDR image driving all lighting. The only non-reflecting object is the plane which they are sitting on. Three objects total: The plane, the sphere, and the cone. Ken
Thread: HDRI render problems... | Forum: Carrara
Thread: HDRI render problems... | Forum: Carrara
Thread: Building a Biggie-2, The Gangs all here | Forum: Bryce
Titans, as I recall... They suppose to be HUUUGE. Epic scale, probably around 100-200 meters tall. These are the kind of things that squash small buildings and houses. Somebody correct me if I'm wrong. I haven't played in a long time. Ken
Thread: Sweating the small stuff | Forum: Carrara
Blue, The shader for "that pupp" is all two texture maps compiled in PSP8 for two different UV maps. As you surmised it is about 7 different layers EACH of grime with masks and deleted selection. Doesn't take long to do, just need to keep adding to the "morgue" to get more dirt and grime masks (Digital cameras are godsends for this) and environment shots. That's the only trick to it. Mateo, The GI was rendered with a white background, grey backdrop, and two spots. The trick is not to overdo the lighting. GI will take the white BG and use it as the general illumination for the scene. The two spots (10% and 25% brightness) are just for clarification of the object in the frame. The soft shadows check box is used on the lights' effects tab, and that takes care of that. Angular fall-off is what gives the light the sharpness. Turn up the angle and the light becomes softer at the edges. Best bet on GI renders? Turn off ambient brightness in the scene tab. Until you are sure how the final layout of a scene will be lit, leave off using ambient light. It tends to skew the natural feel of the lighting and takes a little more render time. Play with it only when you have time to do multiple test renders for a final image. Still working on the door. I'll let y'all know when it enters eval for Free Stuff. Ken
Thread: Sweating the small stuff | Forum: Carrara
Thread: about alpha and transparency | Forum: Carrara
Thread: about alpha and transparency | Forum: Carrara
Oh, yeah, here's an image that will show you. The line on the left is with anti-aliasing, the right, without. JPG images are more likely to keep the antialising intact. Now in extreme closeup renders (lower images) you may see the stairstepping of the aliased (left) one, but increasing the resolution will help to prevent that. Ken
Thread: about alpha and transparency | Forum: Carrara
Not a problem, The problem with your blue image is with the anti-aliasing on the transparency mask. You need to eliminate anti-aliasing in the mask. the easiest way to do this is to create the mask with as clean lines as you can make. Also you may want to avoid using a JPG file format. The compression algorithm usually causes artifacts like what you are seeing. Try a BMP, TIF, or GIF with only 2 colors. The last is probably your best bet as the GIF compression makes for smaller file sizes and the two color motif allows you to be VERY selective on your transparency. Let me know if you need any more help! Ken
Thread: about alpha and transparency | Forum: Carrara
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Thread: TimeLine In Carrara is sluggish and hard to manipulate | Forum: Carrara