How to Bind a texture to an object

How can you get a shader or texture map to be bound to an object so whoever uses the object doesnt have to have all the textures on their computer??  Thanks

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  • Persona Non GrataPersona Non Grata Posts: 1,365
    edited March 2021

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    Post edited by Persona Non Grata on
  • evilproducerevilproducer Posts: 9,050

    How can you get a shader or texture map to be bound to an object so whoever uses the object doesnt have to have all the textures on their computer??  Thanks

    Carrara can use image maps and what are called procedural shaders. When you intitially save the scene you will have options to save the the scene internally, externally, or locally.

    Saving the scene internally will save all the image maps with the scene file. This should be done carefully because it can create a very large file. This sounds kind of close to what you want.

    Saving the scene externally will prompt Carrara to ask you to save the textures in a new directory. This can be time consuming and confusing because Carrara asks you separately for each shader, and you have no idea which one it is. Once the scene is saved, Carrara references those textures whenever you open it. If you move them, you will be prompted to find them.

    Saving locally leaves the image maps where they are, and the scene references them. Think of it like opening a Genesis figure. Carrara follows the directory path to where the image maps for the figure are stored and opens them from that location. When you save and exit the scene, the maps are still in the same place. When you open the scene again, Carrara goes back to the original location for the image maps.

     

    So, that explains a little about what happens when you use shaders and textures that rely on image maps. Carrara's procedural shaders are all saved in the scene no matter what was chosen for the saving method. Fortunately, they are a small part of the scene' total size when you save it. The object geometry is also saved internall no matter the save option.

    DAZ's models have seperate directories for textures and geometry, so it is quite common.

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