Forum: Carrara


Subject: C5 planes and trans

snekkis opened this issue on Jan 13, 2006 ยท 28 posts


snekkis posted Fri, 13 January 2006 at 9:10 AM

I can't figure out what goes wrong in the render. I have put every channel in the shader to "None" except the Color and Alpha. Light through trans. is checked.

Please, anyone?

Snekkis


sfdex posted Fri, 13 January 2006 at 11:17 AM

I was doing a shot last night in C4 Pro and had a similar issue. Mine was a QuickTime clip with an alpha channel. When I put the alpha channel in the alpha, I saw the outline of the plane. However, when I put nothing in the alpha channel and just put the QT clip in the color channel, the plane became completely invisible except for where the figure was. Maybe that would help?


bluetone posted Fri, 13 January 2006 at 11:49 AM

You don't want to set the channels to 'None' but instead to "Value=0". Carrara does some weird stuff if you don't define a value, even if the value is 0. Good luck!


GWeb posted Fri, 13 January 2006 at 1:03 PM

Excellent tip maybe its a bug that shld be reported for 'None' channel?


JayPeG posted Fri, 13 January 2006 at 1:40 PM

I don't think it's a bug.


bwtr posted Fri, 13 January 2006 at 4:34 PM

Snekkis I just love your trees. Closest I have seen to Australian gum trees. Where do the come from- can I get hold of please?

bwtr


nomuse posted Fri, 13 January 2006 at 6:08 PM

Wow---setting to zero? But on the other hand, why then does Carrara default to "none" if "none" is not a non-zero entry? This apparently means you need to manually set a value of zero for every channel you aren't using in a texture. I'd call that a bug. But I also have hopes that this will finally solve the "black eye" problem in Poser imports (in every version of Carrara I have tried -- prior to 5pro, which I haven't fired up yet -- eyelashes will not render fully transparent.)


ren_mem posted Fri, 13 January 2006 at 6:47 PM

I have been playin with that one also.I do recall someone mentioning that before. Let us know if it works. While experimenting I got this. It was pretty funny so I thought I would share. Mr. Potatoe head gone bad.

No need to think outside the box....
    Just make it invisible.


ren_mem posted Fri, 13 January 2006 at 7:11 PM

I have that problem(smudgy or black textures) on the mil baby, but I am looking at the eyebrow and eyelash textures. They don't look right.Both the texture and alpha don't look right in fwmx2004. I am going to play with textures. I think they may be to blame on this issue.

No need to think outside the box....
    Just make it invisible.


GWeb posted Fri, 13 January 2006 at 7:36 PM

Yeah this seem to be a bug issue that needs to be reported to Eovia.


snekkis posted Sat, 14 January 2006 at 1:32 AM

I tried a PSD file with a alpha channel straight in to the Color channel. It works, but the problem remains. The "None" set to value 0 did not work either, so I believe this is a bug.

bwtr, the textures comes from www.got3d.com, something else interesting is www.gardenhose.com


Ringo posted Sat, 14 January 2006 at 7:33 AM

Gweb is correct. It doesn't hurt any to report it to Eovia maybe they can do something about it for the next update. Ringo


bwtr posted Sat, 14 January 2006 at 5:35 PM

Thanks snekkis. Two interesting sites. Now--if they supplied .obj files!!!!! (I can live in hope still)

bwtr


GWeb posted Sat, 14 January 2006 at 5:57 PM

:) Anyone mind to repost with Jessica figure with setting to zero? I want to see how renderer do well with eyes.


ren_mem posted Sat, 14 January 2006 at 8:44 PM

Yeah I looked at this further. There is something wrong. 1 I think they may be referring to the 100% combo of highlight, shininess, and transparency. I don't think that rule applies to all channels. 2. There appears to be a GI lighting problem with indirect lighting it is the worst. Here are 2 renders. First with GI no indirect...turned off interpolation.

No need to think outside the box....
    Just make it invisible.


ren_mem posted Sat, 14 January 2006 at 8:46 PM

Here is no GI and a light setup. Keep in mind these are pretty compressed jpegs.

No need to think outside the box....
    Just make it invisible.


ren_mem posted Sat, 14 January 2006 at 9:39 PM

This is GI turned down to 20%. Makes a big difference. Still don't understand why the alphas never want to come in, but everything else does.

No need to think outside the box....
    Just make it invisible.


ShawnDriscoll posted Sat, 14 January 2006 at 9:46 PM

I heard Eovia is already working on a fix for eyebrow problems like this.

www.youtube.com/user/ShawnDriscollCG


ren_mem posted Sun, 15 January 2006 at 11:16 AM

YAH!Since it is GI related...I believe it is also the cause of some other odd transparency issues I have had and seen in other places.

No need to think outside the box....
    Just make it invisible.


ShawnDriscoll posted Sun, 15 January 2006 at 3:44 PM

I think the kid would look more real without the brows.

www.youtube.com/user/ShawnDriscollCG


3ddave44 posted Sun, 15 January 2006 at 8:42 PM

The successful transparencies I've seen (for instance when I import a Poser Figure using Transposer2), do something, if I recall correctly, like this: The shader is a mixed channel shader. Source 1 has the head texture in it in the color component. Source 2 has a mixer and in the first part in the color comp. is the transparency map and in the blender channel in the transparency action and it's slider is slid to 100%. I'll check if it's otherwise, but transparency works something like that in Carrara.


3ddave44 posted Sun, 15 January 2006 at 9:05 PM

Ok, just had the look I should have had before; this is how the eyelash channel is on my figure. It's a Multi Channel Mixer. Source 1 is Multi Channel and the color can be set (if you want the lashes to be a particular color), shininess, highlight, can be set as you'd like. Source 2 is Multi Channel and everything is set to None except for transparency which is set to 100% The Blender Channel contains the trans map image. Now, in the file I looked at, the invert (invert image) button was selected in the image map section. I've also seen it not selected and work. So if the above doesn't work, one could try inverting (or uninverting) that toggle.


3ddave44 posted Sun, 15 January 2006 at 9:28 PM

Damn. I just did a test and there IS an extremely faint hint of the non-mapped areas of the plane. So rather than delete my prior posts as they do address a method for using trans maps, it does appear that there is a problem with the transparency in GI not fully transing out.


ShawnDriscoll posted Sun, 15 January 2006 at 9:56 PM

It's a known bug already.

www.youtube.com/user/ShawnDriscollCG


ren_mem posted Tue, 17 January 2006 at 12:30 AM

Yeah shonner I tweaked a bunch of stuff including brows thought they were too dark. The milbaby is a bit freaky to me. I made some changes to make it less freaky, but I did try it with out brows. Haven't really spent much time with it just testing for this trans issue since it keeps coming up.I may want to do new textures...who knows.Mainly I think it's the baldness. :)Babies can be hard.

No need to think outside the box....
    Just make it invisible.


ren_mem posted Tue, 17 January 2006 at 1:25 AM

I was actually working with the brows after I posted. They bugged me.Just too dark. There you go...much better. The eyes were off too.

No need to think outside the box....
    Just make it invisible.


GWeb posted Tue, 17 January 2006 at 1:30 AM

Do Daz have conehead baby in stock??? :P


ren_mem posted Tue, 17 January 2006 at 1:22 PM

All babies have larger heads proportionally and with little or no hair their heads, particularly foreheads look large. I had been playing with eyelashes and brows to adjust them, but between going back and forth and resetting alphas somehow the changes weren't there. This is actually from D|S so I updated that also and was playing w/ their new export options trying to get that tweaked.Some options were not successful at all. I wish when you imported something and deleted it the shaders went also or there was an option for this. It gets tedious to get rid of that stuff when an import goes wrong. Easier to just start a new scene.

No need to think outside the box....
    Just make it invisible.