Modeling Objects in Carrara - Q&A - Come One and All

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  • WendyLuvsCatzWendyLuvsCatz Posts: 37,947
    edited December 2019

    sometimes you think something will be simple but it escalates fast ...

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    Post edited by WendyLuvsCatz on
  • DiomedeDiomede Posts: 15,088

    Looks great, Wendy.  You've inspired me to share my cabin with thatched roof, although I think some textures might have to be replaced.  I will post in xmas freebies thread.

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  • Diomede said:

    Looks great, Wendy.  You've inspired me to share my cabin with thatched roof, although I think some textures might have to be replaced.  I will post in xmas freebies thread.

    I gave up on thaf bit of UV mapping BTW it looked awful 

  • Scorpio87Scorpio87 Posts: 82
    edited January 2020

    Question:

         Introduction to question: I have noticed this in many of my documents, whenever I use a light source over glass, the glass does not properly illuminate as one would imagine glass would glow. (especially with refracted glass). I've tried many settings such as: caustics with simple renders without any noticable effects.

    My question is for everyone here, what is your method, workaround, and or settings you use to create a more realistic light cast through transparent/translucent materials?

     

    My images below shows my settings and the image I am currently rendering.

    thank you

    joanght.

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    Post edited by Scorpio87 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 37,947

    Carrara likes it's glass to have thickness

    so a an almost flat cube not a plane

  • de3ande3an Posts: 915
    edited January 2020
    Joanght said:
    My question is for everyone here, what is your method, workaround, and or settings you use to create a more realistic light cast through transparent/translucent materials?

     

    I usually try to simulate the effect by activating the glow channel in the lighting fixture shader. You can also add a secondary light source if you need additional glow.

    It can take a lot of fiddling with the lighting, shader, and render settings to get things just right.

    Here are some example settings that I think look pretty good for this test scene.

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    Post edited by de3an on
  • Scorpio87Scorpio87 Posts: 82
    edited January 2020

    Carrara likes it's glass to have thickness

    so a an almost flat cube not a plane

     

    de3an said:
    Joanght said:
    My question is for everyone here, what is your method, workaround, and or settings you use to create a more realistic light cast through transparent/translucent materials?

     

    I usually try to simulate the effect by activating the glow channel in the lighting fixture shader. You can also add a secondary light source if you need additional glow.

    It can take a lot of fiddling with the lighting, shader, and render settings to get things just right.

    Here are some example settings that I think look pretty good for this test scene.

    Thank you both - I will definitely experiment with the glow channel and multiple light sources with thicker material!

    Post edited by Scorpio87 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 37,947

     

    I am having an issue UV mapping

    my roof and floor won't flat map, some wedges are rotated

    file below

    zip
    zip
    Octohouse.zip
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  • StezzaStezza Posts: 7,861
    edited January 2020

    had a fiddle... dunno if it's what you need yes

    created seperate material zones for roof and floor and then resized all to fit wink

    octohouse.jpg
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    Post edited by Stezza on
  • DiomedeDiomede Posts: 15,088
    edited February 2020

    Going through old content, I found a rat.  So here it is for free.

    Very rough, but free for any use.  See attached zip.

     

    rat.jpg
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    rat Carrara zip.zip
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    Post edited by Diomede on
  • Thanks Stezza

    and lovely looking rat Ted glad not real

  • MistaraMistara Posts: 38,675
    de3an said:
    Joanght said:
    My question is for everyone here, what is your method, workaround, and or settings you use to create a more realistic light cast through transparent/translucent materials?

     

    I usually try to simulate the effect by activating the glow channel in the lighting fixture shader. You can also add a secondary light source if you need additional glow.

    It can take a lot of fiddling with the lighting, shader, and render settings to get things just right.

    Here are some example settings that I think look pretty good for this test scene.

    looks gorgeous.  wood floors heart

    best dresed cornell box

  • MistaraMistara Posts: 38,675

    hardest part is knowing where to start the proj.  >.<

    my day job uses yaggi antennas.  wouldn't they be impressed if i modeled a vhf yaggi..  cant even find a cad drawing of em

  • StezzaStezza Posts: 7,861

    I used to have several yagi antennas back in the day...HF and UHF  yes

  • StezzaStezza Posts: 7,861
    Diomede said:

    Going through old content, I found a rat.  So here it is for free.

    Very rough, but free for any use.  See attached zip.

     

    awesome rat Ted

    made me think of this from around 1980 or so... why?... I dunno and you probably won't have a clue of what it's about either lol

  • WendyLuvsCatzWendyLuvsCatz Posts: 37,947
    edited February 2020

    well I can watch it on youtube as Bunyip can no doubt but our OS friends will be spared devil

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 37,947
    edited February 2020

    Oh my issue with the Octohouese was not unticking U wrap

     

    but I don't give a

    's

    RRRRRRRRRR

    Post edited by WendyLuvsCatz on
  • MistaraMistara Posts: 38,675

    I used to have several yagi antennas back in the day...HF and UHF  yes

    Yagi  not to be confused with Yogi and pic a nic  baskets

  • DiomedeDiomede Posts: 15,088

    LoRes Octopus Figure

    Pretty rough.  No weightmapping, no constraints, no rotation of joints, but suitable for animating in silly scenes.

    Procedural shaders.

    Free for any use.

    See attached zip.  Let me know if there are problems.

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    OctoLoDio Zip.zip
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  • Could anybody write a carrara tutorial or a walkthrough on how to model similar hair to Chibi Boy for Genesis?

  • DiomedeDiomede Posts: 15,088
    edited March 2020

    EDIT:  Sorry, this response was for dynamic hair. 

    Hair tutorial and other hair related info

    https://www.daz3d.com/forums/discussion/51604/tutorial-creating-realistic-carrara-hair-for-animations-and-still-renders/p1

    Post edited by Diomede on
  • MistaraMistara Posts: 38,675

    can somehow booleans make a deathstar trench?

  • MistaraMistara Posts: 38,675

    Could anybody write a carrara tutorial or a walkthrough on how to model similar hair to Chibi Boy for Genesis?

    whats a chibi boy?

  • MistaraMistara Posts: 38,675

    smiley

     

    finding a thread under carrara forum is impossible.

    a few years a go we had a thread about modelling arches

  • DesertDudeDesertDude Posts: 1,235

    There is a discussion and some examples on the 1st page of this thread, not sure if it's the one you remember:

    https://www.daz3d.com/forums/discussion/comment/1314391/#Comment_1314391

  • MistaraMistara Posts: 38,675

    There is a discussion and some examples on the 1st page of this thread, not sure if it's the one you remember:

    https://www.daz3d.com/forums/discussion/comment/1314391/#Comment_1314391

    thanks.  but the thread i was remembering we were comparing how to do arches with different tools,  vertex, splines 

  • TorquinoxTorquinox Posts: 2,888
    Mystiarra said:

    smiley

    That modeling demo is excellent!

  • Zach WilsonZach Wilson Posts: 92
    edited September 2020

    I'm following this Blender tutorial on modeling a chest https://www.youtube.com/watch?v=ICBP-7x7Chc

    He uses the edge bevel tool to round the courners so I figured I would just use the chamfer tool in Carrara. It works fine except for the top part of the chest corners. I'm not sure how to fix it.

    CarraraChest2.jpg
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    Post edited by Zach Wilson on
  • I would need to see an image of what you mean

  • Here is a capture of his. You can see how the geometry at the top of mine is kinda mangled.

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