Post Your Renders - Happy New Year yall
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station and train modelled in Carrara.. a rough model of the train station which I lived near for many years... and the rattler we used to catch to and from school.
Nice scene, Stezza.
Very nice, I just need to hop on the train to come visit. be there in a centry or so when they get the underwater rail line done.
Great scene Stezza !
I don't use to post mine here, but I hope to have an explanation about a little problem I have: a volumetric cloud I wanted to add is calculated but doesn't appears in the render.
Here, there are a few old volumetric clouds, but the new one is invisible.
For this scene, I builded the bridge, the terrains (vertexes) and the racks with the stockfish.
This is a scene for my wip film, the river must be sucked by a whirlpool, the bridge will break down, the cars and the boat will fallen inside...
Where is the problem volumetric cloud suppose to be?
Is the densidy set low?
It is not in this render but I placed it near the bridge with a maximum density (to test) , I can see the calculation but it is not visible on the render.
I tried with an empty scene to see if it was not a problem with the software but it works.
Is it the size of the cloud? As it is not the size of the box it maybe small enought that it is not really visible.
Sometimes scaling it is not always the easyest with clouds as I learned during my saloon challenge picture..
Sorry for the delay, I just win 2900euros in the casino online...
And YES, you are right ! lower than 10%, the cloud become invisible, and my scene is very thin.
I will try to remember that, thank you !
Found that out when trying to make them look like smoke.
Congrats on your win.
Yay!!!
Gifs work? Guess not. If you click the image maybe it will link to it?
http://imgur.com/gEfFjxc
edit: guess not :)
Worked for me (clicking on the image). Then I right-clicked on the video and chose: Loop, refreshed the page and saw it repeat over and over ;) (using Chrome)
Looks cool!
Looks very good and I love verything you have going on in the image/GIF
http://i.imgur.com/gEfFjxc.mp4
its actually an mp4
thanks @dart et @chickenman and Wendy :) Ah an mp4, weird because I uploaded a Gif ! First time I've giffed with carrara !
how the lioness's ear dissapeared into the womans arm freaked me out!
now I can't unsee it
ha ha , never noticed that, I might one with the lion coming out of her chest then - also the flowers dont move with her head! it was something I did while procrastinating .................................. gah gah!
M4 as dadaist. Homage to Hugo Ball.
Magnifique...
Cabaret Voltaire
yes, a man of taste and style you are Stezza ;)
love the velour look :) congrats on the second in the pc contest too!
I have had all sorts of computer issues over the past six months, but I now have a new replacement machine which seems (so far!) to be working well. This image is the first proper image done after I set everything up again and recreated some skin materials which I lost. It is rendered with Octane Render for Carrara, and has 8000 replicated sequins on the dress. The hair is my own creation too. I hope you like it.
I've been playing around with Substance Painter the last couple days and thought I would try to see if I could translate the output maps to Carrara. This is using the metal-roughness workflow and Carrara native renderer. I might get better results with the spec-gloss workflow but since the default renderer doesn't have physically-based light or materials it will never look perfect without a lot of tweaking. This is just a first stage experiment. :)
I have no idea what the object is - it isn't really meant to be anything functional, I just spent a few minutes in the vertex modeler making a basic shape to try this out with.
Render with no textures for reference
Render with substance painter maps applied (first attempt)
I'll try later with the spec-gloss workflow and I've also got Luxus for Carrara and want to try it out with that.
BTW - creating the complete texture set (base color, metallic, height, normal, AO, roughness) from scratch took me about 10 minutes in Substance Painter. It's a lot of fun!
Welcome to the club MDO.
Substance Painter is really fun to use, expecially new version ...
Rougness is not, to my understanding, really translatable in Carrrara though (we cannot plug the image map into blurred reflection yet, and it's not the same approach to those kind of reflections anyways), brightness in roughness map corresponds to the amount of blurr reflection of the surface has, however, Lux can see this which is perfect, can't wait to see your future texturing with this amazing tool, cheers
Similar to Substance Painter but able to run on my old 2007 Mac is SpriteIlluminator. Worth checking out if you need to make/paint normal maps.
Yes - I was discovering that the roughness doesn't really work the way I wanted it to in Carrara. I'm having some trouble getting it to translate well to Blender as well, although I thought it was kind of the same thing as the roughness value on a glossy shader there. I'll keep playing with it but any tips are definitely appreciated.
In the simplified view of the real world that most renderers use, light hitting a surface can be scattered uniformly in all directions - this is the Color channel in Carrara's shaders, and is sometimes called Diffuse in other programs - or the light can be reflected. If that reflection is accurate, that is the angle the incoming light ray makes to the surface is the same as the reflected ray, then you get a mirror-like reflection which is common in renderers such as Carrara and you get sharp clear reflections. But it is more common in the real world that there will be a degree of scattering which blurs the reflections, with a very blurred reflection being seen more as a sheen on the surface.
In a physically based renderer, all light is treated equally no matter what the source, but in Carrara (and many other biased renderers) there are effectively two types of light - light from "light sources" such as bulb lights and sunlight and distant lights, and then there is the ambient light. Reflections from "lights" are controlled by the Highlight and Shininess parameters, with Highlight controlling the intensity and Shininess controlling the amount of blur. For ambient light, it is controlled by the Reflection parameter and the Blurry Reflections controls. As you will know, turning on blurry reflections can greatly increase you render times, which is why it is often turned off and one reason why Carrara's renderer does not produce such realistic results compared to Lux or Octane or iRay.
But if you think about it, how can a surface know whether a light ray comes from a light source directly, or whether it is a bounced ray from a nearby surface. As far as the surface is concerned, light is light, no matter where it comes from.
Back to your Roughness parameter. In a physically based material, there will only be one set of controls controlling reflected light - how much and how blurry, with roughness parameter controlling the blurry part. In Carrara, if the surface is not too shiny, you can probably get away with using the map in the Shininess channel, but you will need to invert it and maybe scale it too - in Carrara, the higher the Shininess the sharper the highlights, whereas low roughness produces sharper highlights. To be more accurate, you would ideally also need to plug it into the blurry reflections channel, but you can't as this only takes a percentage value and can't take a map.
Sorry this is a bit long winded but I hope it helps.
Just to add the my diatribe above, if you really want more than one level of blurriness in actual reflections derived from maps (and this is probably going too far for most applications), you could use a multi-channel mixer or a layer list to combine different materials. Just a thought!
Thanks Phil - very interesting and helpful.
I think that since most of the exported maps don't really line up exactly with the channels in Carrara, for now I am just going to use the base color and height maps that Substance Painter exports and manually set up the other channels in the Carrara shader as I normally would. I did this with my entry for this month's Carrara challenge (see post here: http://www.daz3d.com/forums/discussion/comment/1400186/#Comment_1400186) and I'm pretty happy with how it came out. I'll keep playing with it though and post back if I have any amazing breakthroughs. :)