Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)
Visit the Carrara Gallery here.
To create the square (or the label shape) copy the original object (it should be a vertex object). In the vertex editor, delete every thing from the shape except the polylines at the top and bottom of the label. Select those lines and move them up and down as appropriate to set the size of the label. Then scale the object in xy/xz/yz (only 2) dimensions between .02 and .1 inches (kinda depends on the original scale of the object but it should do it). This will allow the label to cover the original geometry. If possible, cut up the label geometry so there is 1 polygon for each side. Lastly, set the UV mapping mode to box front and that should do the trick. Hope that helps. .Painter
Yes, I tried that. It seems that any kind of mapping (box/flat, parametric, cylinder) and any kind of flat mapping causes the texture to either show through or duplicate on the inside of the opposite box face. I'm still hoping there's a way to do it with just the bottle. One other option - putting an opaque blank label between the bottle and the printed label - doesn't seem like working smart.
Make the "label" a "two sided" object. Now, use the "group tool" (in Poser) to define (and assign) the front and back of the "label" object with different "material." Now you can put the texture for the label on the front of the "label" object, and leave the texture for the back of the "label" object ....... blank. ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Good idea, geep. I can probably assign groups easily enough, but how do I make a label that wraps around a bottle into a 2-sided object? I tried doing that in Carrara by adding thickness to the label, but it just replicated the problem that the bottle had, because the bottle was already a two-surfaced spline object. However, I didn't assign separate materials to the inside surface of the label in Carrara; I don't know how to do that.
I think you may be able to get around this by using the cubic or flat mapping option as opposed to the parametric mapping option. This allows you to select the side you want display the shader on and may allow you distinguish front from back on a "single" sided object. Other than that you may want to do hide back faces in the assemble room. Or try a uvmapper like lithunwrap, which allows you to do multiple sides, then load reload the uvmapped object into carrera along with the texture. You may need a front and back texture though. I know I have done this before, without too much hassle. I will get out that old project and see what I did. .Painter
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Did an experiment using UVMapper Pro and a flat square.
Assigned facets to 2 sided.
Saved the model.
Started Poser and loaded the "object."
Used the group tool to assign different groups and "material" to the front side and the back side.
Note: this DOES allow for the front-side and the back-side to have different colors applied and renders correctly.
Using a different texture map for the front and back materials, "bleedthrough" was observed in both rendered and unrendered views.
That is, I could NOT get a clean (non-textured <--rear of label) when any texture was applied to the front of the label.
Conclusion:
To get a clean texture for the front and back of a "flat" paper type of object, it requires 2 flat objects placed very close to each other with separate textures applied to each one.
cheers,
dr geep
;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
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