Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2025 Feb 13 6:48 pm)
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Compare these results when the translucency is set at 0% and you vary transperency between 0% and 100%.
Hope that helps with one question.
bwtr
Thanks bwtr. I was rendering with only an hdr, and either translucency requires more/different lighting, or the effect is just too subtle to notice with hdri alone. Now I'm trying to find a way to create a falloff with the translucency, so it only goes to a certain depth (from what I can tell it goes the whole way through).
I think, with translucency, you need light coming through from behind to get the effect. That effect I did was jus on a plane. If it had thickness would that make a dofference.
You may need to look at the SSS (sub surface scattering) mabe to get a "depth" effect?
It would be good if Shonner replied to this thread for you.
bwtr
So far I've been testing using a "fleshy" sphere, with a smaller black sphere inside, and the ring shape light. I get a funny looking effect on the flesh sphere where the black sphere blocks all the light, so the object only looks transparent in that area. Maybe I should try placing the spheres and light inside a cube so the light can bounce around more and perhaps counter the effect. I'll post some images to demonstrate when I get back home.
I've been searching other forums trying to find out more; some of their results really make my stuff look like child's play-
http://forums.cgsociety.org/showthread.php?t=377706&page=6&pp=15&highlight=translucent
Attached Link: http://http://forums.cgsociety.org/showthread.php?t=77484
Extended versions are here.bwtr
1: Diffuse set to a lime green color, translucency set to a value of 90%
2: Translucency changed to 5%
3: Inner sphere set to 90% size of outer sphere
4: translucency of outer sphere changed to 900%
5: Translucency changed from a value to a color, the same color as the diffuse
6: Diffuse color set to white (this gives a result similar to the first test)
7: Translucency set to blue
8: Inner sphere color changed to red
9: No diffuse setting used, translucency changed back to lime green, SSS enabled. The following is all set within the SSS's parameters- Tranlucency- 10%, Refraction Index- 30%, Intensity 100%.
10: SSS intensity changed to 20%
11: SSS translucency set to 90%
12: SSS intensity changed to 100%, inner sphere diffuse set to lime green.
Not bad! Been busy with work lately, but when I last tried a different angle with the best settings from my last posting, I found the translucency affected practically every part of the body facing the camera, reguardless of thickness. Either I'll have to try another setting, or create a map for translucency.
I'm guessing it's possible that C5 can't determine the amount of translucency relative to local thickness, but I don't know for sure yet.
Carrara does not do SSS on ears well. Maybe Carrara 6 will have an advanced SSS that can handle thin protrusions from large dense objects similar to modo's SSS?
www.youtube.com/user/ShawnDriscollCG
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Since Carrara is currently rendering something, and I rarely have the time anymore to experiment myself, I figure I'll just ask you guys.
Photon Mapping- What is it, and when should I use it (as far as realism goes)?
Transluscency- How do you get this to work? I tried for about an hour to make a teapot transluscent, and just could not make it work. And if I have SSS, am I going to need transluscency enabled, too (like for the ears)?
Finally, what settings do you use for realistic, wet, lively looking eyes? Is SSS involved here, too? And am I going to need to make my own if I want them to be believable (You know, an eye that's not just a sphere with a texture, but an actual structure like the ones Shonner made)?
Okay, one more thing, BRDF and BSSRDF- I'm pretty sure these have something to do with how light hits a surface, but other than that I'm clueless. What do they stand for, and is it anything that can be manipulated inside Carrara 5?