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
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
x2000 posted Sun, 09 September 2001 at 8:33 AM
Ah, that works! Thanks.
MarkBremmer posted Sun, 09 September 2001 at 5:42 PM
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.