Post Your Renders like it's the year 2020!!!
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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.
Quixel Megascans meadow import test
surface replicated
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
they are free to use in UE4 and actually where I would use them as they render much faster there
Very clear, thanks!
For sure, I need to devote more time to exploring the plants and terrain already in Carrara.
Cicadas
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...
"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.
Welcome back! Simple, but so elegant.
Wish it was bigger. :)
I've never understood the Layers List. If it is anything like layers in photoshop, it must be powerful.
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. :)
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.
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 >.<
latest attempt to rereate the sphere to dust demo
>.< epic fail dohh
Sphere To Dust in Carrara - YouTube
lil hexacore, 1:37 for rthe champagn 11 buckets
couldnt remember which thread was the champagn one >.<
bubbly came in handy
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.
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
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.
i hopin he checks his utube messsages once in a while
its a mesmerizing sphere of beauty
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.
looks closer to the sphere to dust
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.
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.
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