bwtr opened this issue on Mar 11, 2009 · 16 posts
bwtr posted Wed, 11 March 2009 at 8:38 PM
However, when loading this new Leaf onto a plant I only get the one shading instead of the two.
Is there a solution?
Brian
bwtr
GKDantas posted Wed, 11 March 2009 at 9:44 PM
bwtr posted Wed, 11 March 2009 at 10:09 PM
As far as I can see, all the .car Leaf files are Vertex objects.
My new version is, still ,a vertex object, ----with shading domains
The separate shading domain, for the fruit, does not translate into the Leaf shading in the plant shader tree though?
Tis a puzzle!
Brian
bwtr
GKDantas posted Thu, 12 March 2009 at 7:15 AM
No, as a leaf Carrara only can read one shade domain... I tried to group objects and didnt work. I posted this as a feature in the bug track more then a year ago and they never did nothing about that. What will really work is to use one shade domain and a texture, this way you can have the leaf in one color and the fruit in another.
Other way is to use my tutorial to create fruits that you can find in Daz, but its pretty simple: duplicate your tree and in one you add the leaves and in another you add the fruits...
Follow me at euQfiz Digital
bwtr posted Thu, 12 March 2009 at 7:43 AM
Thanks!
Nice to know there is a workaround.
Brian
bwtr
MarkBremmer posted Thu, 12 March 2009 at 8:52 AM
Additionally, you can use the Surface Replicator for putting the fruit on and use a shader to control where it goes. Pretty tidy.
GKDantas posted Thu, 12 March 2009 at 9:32 AM
MarkBremmer posted Thu, 12 March 2009 at 10:11 AM
For the correct placement under the branches, I create a Distribution Shader who's color channel uses Natural Function > Snow but I invert it with DCG's Shader Ops so the distribution white is on the bottom of the branch.
Of course the fruits Hot Point needs to be at the "top" of the fruit.
It's like a magician's trick. Once you know how it's done, it's obvious - and less fun! ;-)
Mark
GKDantas posted Thu, 12 March 2009 at 10:19 AM
MarkBremmer posted Thu, 12 March 2009 at 10:27 AM
I prefer this method to tree replication because it's super easy to adjust the size and variation of the fruit.
BTW, it works pretty well for Christmas ornaments too... :D
bwtr posted Thu, 12 March 2009 at 3:32 PM
Just TOOOO clever!
Love it!
Thanks
Brian
bwtr
bwtr posted Thu, 12 March 2009 at 9:21 PM
I don't think I am getting the accuracy I expected. I think I have followed your tute to the letter?
However, I may be mis-interepreting what you mean (the workings of ) by the "Distribution Shader"?
Brian
bwtr
MarkBremmer posted Thu, 12 March 2009 at 9:48 PM
Hi Brian,
Seriously large pears for such a little tree!
Like most things in 3D, there is always a little bit of finesse and seldom is a perfect solution attainable for something complex like this. But there usually is a best or pretty good solution! ;)
I can't provide a bullet-proof fix-all for you but heres the things involved that I play with:
You might try increasing the accuracy of the placement to Best. Also, the tree itself is an elaborate algorithm and not actual geometry. The placement function of the Surface Replicator is math magic too. So, there probably is a margin of error that will be more evident on certain tree set ups than others as fixed geometry is expected to orient to bounding boxes and Render-time geometry.
Increasing tree fidelity, adjusting propagation and other little items can help. Slightly repositioning the hot point of the fruit can help. Also allowing the fruit to rotate randomly on the Z axis can provide better fits. Scaling the fruit differently helps significantly.
It's all therapy man.... :D
bwtr posted Thu, 12 March 2009 at 9:55 PM
Mark
In my youth --oh!--is age telling?---I remember HUGE hard as rocks pears on big old trees!
Thinks for the hints man--great learning!
Brian
bwtr
bwtr posted Thu, 12 March 2009 at 10:16 PM
Thanks again!
Brian
bwtr
MarkBremmer posted Thu, 12 March 2009 at 10:22 PM
It's all in the camera angles and lighting!