Forum: Carrara


Subject: Shading Domains?

x2000 opened this issue on Sep 08, 2001 ยท 12 posts


x2000 posted Sat, 08 September 2001 at 6:36 PM

Does anyone know how to create or define shading domains? The manual mentions it, but never actually tells you how to do it. I did a search here and brought up an old thread where someone asked the same question, but no one ever really answered there, either. All I get is domain "0". How would you, to use the example from the manual, use this function to shade the ends of a cylindrical object like a log differently from the sides? Strike two for the manual (strike one is no mention of import/export functions aside from just listing file formats). Damn that manual!!!


x2000 posted Sat, 08 September 2001 at 8:11 PM

Well, I went back page by page and I did find a solution 70-some threads back: select the end, Detach Polygons, Cut, Paste, repeat on other end. It did seem to work, too (at least on a vertex cylinder). Why isn't this in the manual? And does anyone know another, simpler method? DAMN that manual!!!!!


Miss Nancy posted Sat, 08 September 2001 at 8:13 PM

manuals always leave alot to the imagination to do the cylinder, I would "cheat". just map it in UVMapper prior to import into Carrara, then use the template to create a texture map, which Carrara should import easily.



Jason posted Sat, 08 September 2001 at 8:34 PM

Yes there is a simpler method. In the texture room with the simple cylinder create a flat mapping texture. Use layer list first so that the bottom and top of the cylinder will have a different texture. (Use picture I supplied to create example)

NathanStiennon posted Sat, 08 September 2001 at 10:12 PM

Is there a way to do this in Raydream?


Jason posted Sat, 08 September 2001 at 10:18 PM

I'm not sure if you can do this in Raydream. Depends if there is any options that allow you to do a flat mapping and layerlist.


willf posted Sun, 09 September 2001 at 12:09 AM

Jason has the right idea.

x2000 posted Sun, 09 September 2001 at 8:33 AM

Ah, that works! Thanks.


MarkBremmer posted Sun, 09 September 2001 at 5:42 PM

Just a continuation of the theme... Spline models integrate extremely well with the texture room. The above spline model is just a simple compound shape. When you select Layer List as the shader method, you are shown all of the surfaces independently, giving even more choices than flat mapping. Mark www.MarkBremmer.com






x2000 posted Sun, 09 September 2001 at 7:18 PM

Yeah, now this looks more like what the manual was talking about (although the flat mapping works pretty good). Is there a way to do it this way with vertex objects, aside from the Detach/Cut/Paste method I described above? Also, I haven't used the metaball modeler yet. Do any of these methods work with metaballs?


MarkBremmer posted Mon, 10 September 2001 at 6:56 AM

Vertex models are less precise, and sometimes, very unpredictable when trying to guess how the textures will work. UV mapper is a good choice for precision vertex mapping. Sometimes metaball objects work well, sometimes they don't. Color seems to shade consitently but bump maps or texture maps are a problem occasinally. Mark www.MarkBremmer.com






x2000 posted Mon, 10 September 2001 at 7:44 AM

Thanks for the help.