Post Your Renders like it's the year 2020!!!

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  • UnifiedBrainUnifiedBrain Posts: 3,588
    edited November 2019
    Diomede said:

    10.  Re-Puposed Category - This category is to take an article of clothing NOT designed for the males and using it on or with the male figure in a new way.  This does not mean throwing the male into a dress and calling it done.  For inspiration, please check out voting threads from previous years in the links and look for those images which are tagged Re-Purposed.

    The more I understand the rule, the less I understand why this was created as a specific category.  You can "repurpose" anything for anything.  What is supposed to be the point in doing this with female clothing?  Why connect something female to a contest showcasing men?  If there is an underlying reason, it is probably better that I don't know it. :)

    I don't think it was anything as sinister as you think

    I believe it originally started because of all the gripes about female clothing vastly outnumbering male clothing in the store

    and was a tongue in cheek reaction to that

    not meant to put guys in drag or some gender fluidity protest, just utilizing what is given to us in abundance 

    Putting females in male clothing as common street wear is considerably common and not particularly challenging 

    OK, I now understand the evolution, thanks.  Still seems like a dumb category to me, but to each his/her own. :)  The overall contest sounds terrific, even if the rules are a bit overly complicated.

    Post edited by UnifiedBrain on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190
    edited November 2019

    Quixel Megascans meadow import test

    surface replicated

    mgs000.png
    1920 x 1080 - 4M
    Post edited by WendyLuvsCatz on
  • Never heard of it, but the plants look pretty good.  What was the format?

    Isn't this a subscription service?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190
    edited November 2019

    Never heard of it, but the plants look pretty good.  What was the format?

    Isn't this a subscription service?

    I would not use this in a render for anything other than sharing on this thread as it's actually the FBX files that came with my UE4 asset download so not really sure where I would stand on licensing rendering outside UE4

    I did not export anything from UE4 they were in FBX format already

    it was as I said a test cheeky

    they are free to use in UE4 and actually where I would use them as they render much faster there

    Post edited by WendyLuvsCatz on
  • Very clear, thanks!

    For sure, I need to devote more time to exploring the plants and terrain already in Carrara.smiley

  • Cicadas

  • JonstarkJonstark Posts: 2,738
    edited November 2019

    Coming back to the forum after being away for a while, with all the cool new plugins it's like Christmas!  Lots to play with.  Meantime, I have to remember how to post pictures again... 

     

    Sunset Sailboat.png
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    Post edited by Jonstark on
  • JonstarkJonstark Posts: 2,738
    edited November 2019

    "Oh no, I don't mind pet-sitting Fluffy at all Mrs. Peterson.  What could go wrong?"

     

    Playing around learning layer lists in the texture room to make skin and layers on top of skin, really neat what Carrara can do. 

     

    Doc110.png
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    Doc110.png
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    Post edited by Jonstark on
  • Jonstark said:

    Coming back to the forum after being away for a while, with all the cool new plugins it's like Christmas!  Lots to play with.  Meantime, I have to remember how to post pictures again... 

     

    Welcome back!  Simple, but so elegant.yes

    Wish it was bigger. :)

  • Jonstark said:

    "Oh no, I don't mind pet-sitting Fluffy at all Mrs. Peterson.  What could go wrong?"

     

    Playing around learning layer lists in the texture room to make skin and layers on top of skin, really neat what Carrara can do. 

     

    I've never understood the Layers List.  If it is anything like layers in photoshop, it must be powerful.

  • JonstarkJonstark Posts: 2,738
    edited November 2019

    Sorta like layers of an onion.  First you put together your normal base layer like the standar multi-channel we use all the time, then add layers over the top of it (every layer that you add below the top one sits over the top of the layers listed above it (and will override the properties above it).  It's simple in practice but a little complex to try to explain.  :)   

    Post edited by Jonstark on
  • DiomedeDiomede Posts: 15,165

    Hello, @Jonstark.  

    The layer list is very powerful.  Great to see you taking advantage.  I like to use layer lists as the drivers of replicators.

  • MistaraMistara Posts: 38,675
    edited November 2019

    There was a rnder that brought me over to Carrara, over from Poser.

    troubles finding it aain,  was in my da favorurites, but 5 years later, not there now

    render of the Montespan rooms from the ros'ty store.

    the wood floor glowed with warmth.  it was absolutely gorgeous.

    its been near 5 years, my shader skills still not up to it.  messing with the layers list

    can't figure out how to make a clean color gradient.  it only renders if i stick a pattern noise in the shader channel.
    saving the gradient with the save component box only saves the first color in the gradient.
    manually typing the numbers i want doesn't stick.  doing the roygbiv,  typing in 151 in the r of rgb, keeps changing to 153.

    the shader for the sphere to dust i don't come even a lil close >.<

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

    latest attempt to rereate the sphere to dust demo

    >.< epic fail  dohh

    Sphere To Dust in Carrara - YouTube

  • MistaraMistara Posts: 38,675

    lil hexacore, 1:37 for rthe champagn  11 buckets

    couldnt remember which thread was the champagn one >.<

     

     

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    champ.png
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  • MistaraMistara Posts: 38,675

    bubbly came in handy

  • de3ande3an Posts: 915
    Mystarra said:

    latest attempt to rereate the sphere to dust demo

    I had a go at this and found it to be rather fiddly. Lots of Particle, Gravity, and Force settings that interact.

    I managed to get the following.

    The Carrara files are attached below as a zip archive if you would like to examine the settings I used.

     

    zip
    zip
    Sphere to particles Carrara files.zip
    7K
  • MistaraMistara Posts: 38,675

    Thanks!  i think it must be a combo of a destructo modifier and a particle emitter and at least one of the forces.

    making the dissolving sphere be an emitter froze carrara on me.

    then i tried particle emitter inside the sphere, used spheres as the particle.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,190
    edited November 2019
    Mystarra said:

    Thanks!  i think it must be a combo of a destructo modifier and a particle emitter and at least one of the forces.

    making the dissolving sphere be an emitter froze carrara on me.

    then i tried particle emitter inside the sphere, used spheres as the particle.

    you could always ask @DimensionTheory how he did it

    Post edited by WendyLuvsCatz on
  • de3ande3an Posts: 915
    Mystarra said:

    Thanks!  i think it must be a combo of a destructo modifier and a particle emitter and at least one of the forces.

    making the dissolving sphere be an emitter froze carrara on me.

    then i tried particle emitter inside the sphere, used spheres as the particle.

     

    No modifiers are used.

    You need to use the sphere as the particle emitter.

    You need to control the visibility of the sphere so that it vanishes when the particles are emitted. Giving the illusion that the sphere transformed into particles.

    "Generate particles before start time" helps to build up a higher particle density before start time.

    If you want a particles-in-the-wind effect, turn off the scene gravity and just use various animated forces. I used a point force in my example.

     

  • Jeffrey Felt is a bit of a recluse.  He is a very nice guy - he readily agreed to sponsor a Challenge recently - but I was only able to contact him using a Daz administration intermediary.

    If you do reach him, please let me know how you did it. yes

  • MistaraMistara Posts: 38,675

    i hopin he checks his utube messsages once in a while 

    its a mesmerizing sphere of beauty

  • MistaraMistara Posts: 38,675
    de3an said:
    Mystarra said:

    Thanks!  i think it must be a combo of a destructo modifier and a particle emitter and at least one of the forces.

    making the dissolving sphere be an emitter froze carrara on me.

    then i tried particle emitter inside the sphere, used spheres as the particle.

     

    No modifiers are used.

    You need to use the sphere as the particle emitter.

    You need to control the visibility of the sphere so that it vanishes when the particles are emitted. Giving the illusion that the sphere transformed into particles.

    "Generate particles before start time" helps to build up a higher particle density before start time.

    If you want a particles-in-the-wind effect, turn off the scene gravity and just use various animated forces. I used a point force in my example.

     

    mebbe the torq force?  cuz it kinda turns in on itself

  • de3ande3an Posts: 915
    Mystarra said:

    mebbe the torq force?  cuz it kinda turns in on itself

     

    The Torque force doesn't seem to affect the particle cloud as a whole. Instead it spins the individual particles in-place.

    Here's an experiment with two Point forces moving through the particle cloud in opposite directions.

  • MistaraMistara Posts: 38,675

    looks closer to the sphere to dust 

  • Jonstark said:

    Sorta like layers of an onion.  First you put together your normal base layer like the standar multi-channel we use all the time, then add layers over the top of it (every layer that you add below the top one sits over the top of the layers listed above it (and will override the properties above it).  It's simple in practice but a little complex to try to explain.  :)   

    Sorry for the late response.

    Actually, your explanation was fine, thanks.  It appears that newly added layers go on the bottom, but are the "last layers" and thus influence the whole.  It is similar to the GMIC plugin.  The GMIC filters are stackable, and the filter that gets added last (on the bottom) strongly influences all the rest.

  • MistaraMistara Posts: 38,675

    this is a murky one.  says to change the shader of a particle over time, but i see no way to set color changes.  is just the one swatch.

     

    ca particle over time shader.JPG
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  • If you are using the object shader wouldn't you change that over time?

  • MistaraMistara Posts: 38,675

    If you are using the object shader wouldn't you change that over time?

    i see how to vhange shader on all the particlws, but not the newer ones to be different color,
    which i think is what it means.  but been wrong before

    and i it set to spawn new particles

    ca spwning.PNG
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  • Mystarra said:

    If you are using the object shader wouldn't you change that over time?

    i see how to vhange shader on all the particlws, but not the newer ones to be different color,
    which i think is what it means.  but been wrong before

    and i it set to spawn new particles

    If you are using an object as a particle it would have its own shader not in the particle room

This discussion has been closed.