mvernon opened this issue on Nov 28, 2002 ยท 19 posts
mvernon posted Thu, 28 November 2002 at 5:14 PM
Hi all, I asked about methods to carve letters in stone a couple of weeks ago and received some good ideas. The best was from Antoine Clappier (via ChrisIrwin). The problem I have is that for some reason it seems to compound the text outlines in an arc when seen from above. As a result, you can see through the letters directly in front of you, but the further from center they are, the less visable. If I leave the camera were it is and pan to the left or right so that I am looking at the outer letters, they look fine, and the middle ones are messed up. I thought it might be something with the camera, so I tried backing that up and zooming it in, but it made no difference. I put a flat cube inside of the object to control the depth of the letters (since compounding goes all the way through.) I changed it's color to Purple just to make it easier to see the letters. I was going to attach the file to see if someone could look at it, but I can't figure out how to attach a .car file. I tried putting on my Web server, but when you go to the URL, it gives you the text for the .car file. Any ideas? Thanks, MarkV
mateo_sancarlos posted Thu, 28 November 2002 at 5:49 PM
I don't know about Windows OS, but in Mac OS we can download a .car file as text, then drag it onto an autotyper to convert it to the correct type and creator codes. To avoid that, you would zip the .car file before uploading it.
Kixum posted Thu, 28 November 2002 at 8:12 PM
Could you post an image of what you're seeing? Thanks, -Kix
-Kix
mvernon posted Thu, 28 November 2002 at 10:49 PM
Here is how it looks in the Spline Modeler. As you can see, the numbers in the middle look fine, but if you want to see the Zero, you would have to dolly the camera to the right then pan back to the left and you would see though the Zero, part of the Nine and very little of the eight and the rest would be solid.
Rendered image to follow.
mvernon posted Thu, 28 November 2002 at 10:54 PM
I would be glad to email someone the file in anyone wants to look at it.
Thanks gang,
MarkV
lindnan1 posted Fri, 29 November 2002 at 12:14 AM
bluetone posted Fri, 29 November 2002 at 9:24 AM
keithw posted Fri, 29 November 2002 at 10:39 AM
bluetone posted Fri, 29 November 2002 at 12:00 PM
Thanks for the confirmation keithw, now lets hope that my other sugestions work for mvernon.
mvernon posted Fri, 29 November 2002 at 12:10 PM
Lindnan1, That looks like what I want, but I am not sure how 'create the letters as an image'. Bluetone, I only had one cross-section. I am not sure you could select objects on multiple corss-sections and then do a Compound as Object. Antoine's advice was to 'Convert text to Outlines', shift click on the main object and do a 'combine as compound'. It seems to work other than the arcing. I don't really need to bevel them, so Ithink Lindnan1 has a viable solution as soon as I can figure out how to accomplish what he is suggesting. Thanks, MarkV
bluetone posted Fri, 29 November 2002 at 2:20 PM
Beveling can help get more 'organic' images instead of a hard '3D' one. It has to do with the light catching the edges that helps define the edge in 'real' life. As far as how to do what lindnan1 says, start with your favorite 2D paint program, (Photoshop, PaintShopPro, etc.) and then create your text using black letters on a white background WHITHOUT aniti-aliasing. Save the file as a tif or jpg. In Carrara, duplicate the shader you are using for the stone block. From the mini-menu at the top of the shader, change your shader to a multi-channel mixer. Your former shader will be used for 'source 1' while 'source 2' and 'blender' will be empty. Change 'source 2' into a single-channel shader, and make the channel be transparent. Set this channel to a value, and the value to 100% For the blender, set it to a texture map, and import yout painted text file you saved earlier in Photoshop. Make sure that the settings are NOT set to tile. Set your rendering to Transparency - ON. If you have any lights passing trough your object, (shadow cones, light behind the object, important shadows,) set Light Through Transparency - ON. Your stone block should now have a hole in it for every letter in your text. With this technique, you can make many fake boolean shapes, without the hassle of extra geometry. However, you also don't get the benefits of it either! Hope this helps!
bluetone posted Fri, 29 November 2002 at 2:24 PM
Beveling can help get more 'organic' images instead of a hard '3D' one. It has to do with the light catching the edges that helps define the edge in 'real' life. As far as how to do what lindnan1 says, start with your favorite 2D paint program, (Photoshop, PaintShopPro, etc.) and then create your text using black letters on a white background WHITHOUT aniti-aliasing. Save the file as a tif or jpg. In Carrara, duplicate the shader you are using for the stone block. From the mini-menu at the top of the shader, change your shader to a multi-channel mixer. Your former shader will be used for 'source 1' while 'source 2' and 'blender' will be empty. Change 'source 2' into a single-channel shader, and make the channel be transparent. Set this channel to a value, and the value to 100% For the blender, set it to a texture map, and import yout painted text file you saved earlier in Photoshop. Make sure that the settings are NOT set to tile. Set your rendering to Transparency - ON. If you have any lights passing trough your object, (shadow cones, light behind the object, important shadows,) set Light Through Transparency - ON. Your stone block should now have a hole in it for every letter in your text. With this technique, you can make many fake boolean shapes, without the hassle of extra geometry. However, you also don't get the benefits of it either! Hope this helps!
mvernon posted Fri, 29 November 2002 at 3:48 PM
kruzr posted Fri, 29 November 2002 at 3:53 PM
mvernon posted Fri, 29 November 2002 at 4:35 PM
Hi Kruz, Those look sweet. Guess I am going to have to spend some time and learn Amapi as well as Carrara 2. Thanks, MarkV I am still hoping Bluestone can give me some kind of idea of how I fowled up his approch. Should work.
MeInOhio posted Fri, 29 November 2002 at 7:00 PM
Not positive but try inverting your texture map. there's a check box for it: invert color Kevin
kruzr posted Fri, 29 November 2002 at 8:37 PM
bluetone posted Sat, 30 November 2002 at 9:58 AM
Sorry mvernon! I told you the colors backwards! (Feels sheepish and hopes for forgiveness.) MeInOhio is correct, in that you can correct MY error by selecting 'invert color.' As far as booleans are concerned, I, and others I have listened to here @ R'osity, have had lots of problems with booleans. Strange things sometimes happen at render time, while others happen when you do the boolean, then you end up spending HOURS fixing it in the vertex modeler. Not worth my time, UNLESS the effect your looking for can't be accomplished without it. I have to admit though that I haven't spent a lot of time in Amapi, and as such, maybe it treats booleans better then Carrara does. Hoping this helps better then my LAST sugestion. ;>
mvernon posted Sat, 30 November 2002 at 10:35 AM
Hi All, Thanks so Much! Inverting the colors fixed the problem. Bluetone, thanks for the idea. I had never messed with the shade tree editor much (occasionally tweaking a few settings to see what happens.) I learned some neat tricks trying your approach. I too, have never had much luck with booleans (they worked great in ID4. Supposedly Carrara was based on ID4 and RD, but the booleans sure got messed up in the combination.) Kruzr, I really like the images. Now I have to decide whether to devote 100% of my available time to learning Carrara or 50/50 Carrara Amapi! Interesting name, is Kruzr in reference to a boat, car, Kruz'ing through life or what? Thanks to all who replied! This is a great group and I hope to get up to speed enough to be able to help also! Hahaha Regards, Mark