Carrara Challenge #26: “Caustics and Nautical”

12346

Comments

  • MistaraMistara Posts: 38,675
    edited July 2016

    uvmap - learning by trial and error
    right or wrong, this is how i made it:

    wanted to do the top as box template, and the sides as cylinder

    started by slecting top, Selection,by shader domain = top
    then clicked the uvwrap symbol - right top

    Display tab, unchecked 'show all'
    verified 'top shader domain' was selected in shader domain list

    model tab,  mapping: select "box face"
    clicked "top"
    clicked operations tab
    not sure if i needed to, but hit 'detach polygons' button
    Projection selected box
    box mode: selected the plain sheet, Apply button
    back to Display tab,
    export, 
    map size - selected 1024

    next-map the sides
    still in display tab,
    selected the shader doman for the sides
    top menu, selection, by domain, selected the Txtsides domain
    Display tab, verified the txtsides* was selected.
    Operations tab, detach,
    projections selected cylinder
    made sure the z arrow was highlighted
    Apply button.
    Back to display tab, export, map size = 1024

    did same for last shader domain, the steplip

    opened templates in photoshop elements.  applied patterns and text to test uv
     

    94-1.JPG
    1049 x 677 - 149K
    94-2 unchecked show all under display.JPG
    646 x 541 - 76K
    94-3 clicked top and boxmapping.JPG
    616 x 466 - 63K
    94-4 operations tab.JPG
    639 x 541 - 71K
    94-5 export.JPG
    234 x 516 - 28K
    94-7.JPG
    967 x 637 - 109K
    stepsDoc5.png
    1280 x 800 - 1M
    Post edited by Mistara on
  • TangoAlphaTangoAlpha Posts: 4,584

    Whatever shader is in the "Global Shader" field will be used for any domain that has its shader set to "None". But I'm sure you knew that ;)

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited July 2016

    @MistyMist - I'm not sure what kind of material you are going for there (although it looks cool) but in case you didn't notice there is also a "marble" shader under the natural functions.  You can create some pretty cool effects by nesting a few different marble shaders together. :)

    MarbleShader.JPG
    767 x 875 - 70K
    MarbleShaderRender.jpg
    800 x 600 - 29K
    Post edited by MarkIsSleepy on
  • MistaraMistara Posts: 38,675

    thanks smiley

    think i used blue granite shader, was in the wizard, dont remember which, remeber looking through rock n stone, n natural

     

    my eyes burning from fatigue, setting up final render first thing in the morning.  we on Zulu time?

  • chickenmanchickenman Posts: 1,202

    Entry Thread Closes/Voting Begins: Saturday Jul 30, 2016 23:59:59 CST (GMT-6)

  • MistaraMistara Posts: 38,675

    greenich mean time means Greenich in London or Connecticut? 
     

    i think means 1am for me.

  • chickenmanchickenman Posts: 1,202

    it is CST which is Central time in North America one timezone west of Eastern. GMT-6 so at 0600 GMT on Sunday morning.

    What time zone are you in?

  • i hope i'll make it in time to do a nautical one.

    this is all carrara.

    i'll add a bought building to the rock.

     

    endless sea1.png
    640 x 480 - 248K
  • TangoAlphaTangoAlpha Posts: 4,584
    MistyMist said:

    greenich mean time means Greenich in London or Connecticut? 
     

    i think means 1am for me.

    Greenwich in London. There's a brass line goes through the observatory compound marking zero longitude. (If you've seen the film "Now you see me 2", the scene at the end is at the Greenwich observatory. It's there!)

  • DiomedeDiomede Posts: 15,165
    edited July 2016

    Thanks, Misty and MDO for the explanations and the screenshots. 

     

    So, back to my tribute to classic Mad magazines of the 70s.  Alfred E Newman was generally in some precarious but humorous situation with the tag line, "What, me worry?"  My original nautical idea on page one was to have Alfred and a buxom lass share a lifesaver as a boat disappears in the distance. 

    Splines!.  Instead of using the vertex modeler to make a torus, and then uvmap,, etc., I used the spline modeler. There is a torus preset in the spline modeler.  Just use the pen tool to draw the shape and then use the preset.  Use the shader room's rectangular layer tool to block out the place for the text.  I wrote "What, me worry?" in white text on a black background in photoshop but you could render it out in Carrara.  I used it as the opacity mask in the rectangular layer shader.  Unlike a vertex model that has been uvmapped, it is relatively easy to continue adjusting the shape and textures of the spline torus.

     

    spline 1.JPG
    1732 x 942 - 127K
    Spline 3 torus preset.JPG
    1729 x 888 - 158K
    spline 5 rectangular layer.JPG
    1601 x 827 - 128K
    spline 6c what me worry.jpg
    1809 x 968 - 121K
    spline 7 render.jpg
    640 x 480 - 14K
    Post edited by Diomede on
  • more wip:

    this time with buildings.

     

    endless sea2a.png
    1024 x 768 - 561K
  • MistaraMistara Posts: 38,675

    eeks, y'know the spline taurus in objects folder,

    how would i make the band thinner (inner ring)??

  • wgdjohnwgdjohn Posts: 2,634

    Diomede, Nice... I'll have to take more time to explore the Spline editor. I've only designed a few objects with it so far and haven't yet explored all of it's tools/features.

  • DiomedeDiomede Posts: 15,165
    edited July 2016

    shlomi, cool concept.

    Misty, more than 1 way to change spline torus thickness.  Enter the spline modeler room.  First way is to go to object's drawing plane, select all the points and use scale tool to reduce size of cross section that is being extruded.  The second way is to use the spline modeler menu options  GEOMETRY: EXTRUSION PRESET :TORUS and then adjust the distance to axis in the dialog that appears.

     

    wgdjohn, not necessarily recommended if objects need to be exported to other programs, but I find the spline modeler a real time saver for some kinds of objects.  The avoidance of uvmapping can be helpful for some simple objects, but generally only if being textured and rendered in Carrara.  Imagine if I planned to have a animation in which the torus would thicken and then narrow, and two text boxes slid back and forth across its surface.  Easier to do with a spline model by adjusting its parameters over the animaiton timeline than a uvmapped vertex model hat has to have saved morphs.  Only better for things like this torus.  Not for all objects.

    bspline2 band smaller.JPG
    1052 x 992 - 108K
    bspline distance to axis.JPG
    1367 x 914 - 119K
    Post edited by Diomede on
  • wgdjohnwgdjohn Posts: 2,634

    diomede, Can't the torus be coverted to Vertex object and then UV mapped there if intended for other programs?

  • DiomedeDiomede Posts: 15,165
    edited July 2016

    Yes, but if intended for uvmapping, you might as well just model the torus in the vertex modeler using an oval and a polyline.  Have more control over the polys that way.

     

    wgdjohn said:

    diomede, Can't the torus be coverted to Vertex object and then UV mapped there if intended for other programs?

     

    Post edited by Diomede on
  • DartanbeckDartanbeck Posts: 21,532

    more wip:

    this time with buildings.

     

    Awesome!!!

  • DartanbeckDartanbeck Posts: 21,532

    Man... there are some Excellent entries in the entry thread. Bravo.

  • MistaraMistara Posts: 38,675
    diomede said:

    shlomi, cool concept.

    Misty, more than 1 way to change spline torus thickness.  Enter the spline modeler room.  First way is to go to object's drawing plane, select all the points and use scale tool to reduce size of cross section that is being extruded.  The second way is to use the spline modeler menu options  GEOMETRY: EXTRUSION PRESET :TORUS and then adjust the distance to axis in the dialog that appears.

     

    wgdjohn, not necessarily recommended if objects need to be exported to other programs, but I find the spline modeler a real time saver for some kinds of objects.  The avoidance of uvmapping can be helpful for some simple objects, but generally only if being textured and rendered in Carrara.  Imagine if I planned to have a animation in which the torus would thicken and then narrow, and two text boxes slid back and forth across its surface.  Easier to do with a spline model by adjusting its parameters over the animaiton timeline than a uvmapped vertex model hat has to have saved morphs.  Only better for things like this torus.  Not for all objects.

     

    thanks!!  just in time, about to press 'make art'

  • MistaraMistara Posts: 38,675
    edited July 2016

    is it possible to stretchy/twist modify the metaballs from particle emitter?  tried a few things, like enable blur, looks like applies to the emitter itself

    adding shader to particles was easy!  loll,  dragged to the red

     

    thats it, is rendering final.

     

    10 hours to go to try a caustics render

    Post edited by Mistara on
  • chickenmanchickenman Posts: 1,202
    edited July 2016

    Here is the final of my entry I have run out of time.

    It is rendered in Luxcore and the water Shader is a Luxcore shader.

     

    HMS Victory Final luxcore.jpg
    1920 x 1186 - 2M
    Post edited by chickenman on
  • MistaraMistara Posts: 38,675

    ahh omg, entry in!

    6.5 hours to go, dont know if can finish caustic experiment in time.

    started playing with checker shader, and render settings.

    wip - caustic entry

    changing colors of checkers
    no idea what this will do with caustics and sunlight

    starting before and after renders of caustic checkbox

    wip caustic - changing color of checkers.JPG
    1483 x 772 - 180K
    wip caus1.JPG
    255 x 858 - 54K
  • MistaraMistara Posts: 38,675

    oh no metaball blocking her face. haz to start over.
    hafta max the pixels at 800.  5 hours left.

  • DiomedeDiomede Posts: 15,165
    edited July 2016

    Wish I could help with the metaballs but I don't know much about them.  Really impressive.

    I wasted some time using VWD.  It worked great, that is not the issue.  The problem is that the good part of the drape (IMHO) is hidden by the lifesaver.  Anyway, I loaded Callie 6 and modeled a simple dress to fit it shape.  I then used VWD to convert my custom dress to a dynamic prop fitting the posed Callie 6.  Woohoo, it worked.  Boo, you can't tell in the final render.  Anyway, here is some of the workflow.  Also, I modeled hair caps and then grew strand hair.  The ship is from the browser but retextured.  The G2M (Corey) is wearing content from the Daz store which I will specify in an edit (EDIT: IH Kang's casual A outfit).  The ocean is a terrain primitive using the advanced fractal generator and with a water shader.

     

    calliedress 1.JPG
    1033 x 929 - 99K
    calliedress 3 load scene.JPG
    1484 x 967 - 151K
    calliedress 5 send to carrara.JPG
    1149 x 1003 - 113K
    What me worry entry.jpg
    1200 x 1600 - 123K
    calliedress 3b load scene.jpg
    1484 x 967 - 234K
    Post edited by Diomede on
  • MistaraMistara Posts: 38,675

    for color i added a pink cloud layer to rs

    the before caustic checkbox, and the preview capture

    theres an intensity setting underbcaustic.

    added pink cloud layer.JPG
    720 x 639 - 88K
    wipcapt.JPG
    1544 x 642 - 139K
    wip caust before.jpg
    800 x 450 - 51K
  • DiomedeDiomede Posts: 15,165
    edited July 2016

    Chickenman, I hope you enter it.  Always enjoy when Fowl Hombre is the main character in one of your scenes. And here we have multiple fowl hombres in costume!

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

    Wish I could help with the metaballs but I don't know much about them.  Really impressive.

    I wasted some time using VWD.  It worked great, that is not the issue.  The problem is that the good part of the drape (IMHO) is hidden by the lifesaver.  Anyway, I loaded Callie 6 and modeled a simple dress to fit it shape.  I then used VWD to convert my custom dress to a dynamic prop fitting the posed Callie 6.  Woohoo, it worked.  Boo, you can't tell in the final render.  Anyway, here is some of the workflow.  Also, I modeled hair caps and then grew strand hair.  The ship is from the browser but retextured.  The G2M (Corey) is wearing content from the Daz store which I will specify in an edit (EDIT: IH Kang's casual A outfit).  The ocean is a terrain primitive using the advanced fractal generator and with a water shader.

     

     

    advanced fractal generator?

    fractals sound lik fun

  • chickenmanchickenman Posts: 1,202
    diomede said:

    Chickenman, I hope you enter it.  Always enjoy when Fowl Hombre is the main character in one of your scenes. And here we have multiple fowl hombres in costume!

    Just waiting for the laxt version to finnish rendering in Luxcore now. would have liked more time to work on the water Shader as it is a lux core material but I am about done with it.

  • chickenmanchickenman Posts: 1,202

    Here is my last wip.

    Lux Core shader setup and the last final render I let it go for about an 1hr and 15 mins.

     

    HMS Victory Final 3 luxcore.jpg
    1920 x 1186 - 2M
    Lux Ocean Shader.JPG
    1280 x 984 - 613K
  • StezzaStezza Posts: 8,049

    wow

     

    some really great work on this one... if previous challenges were difficult to pick this one is going to be near impossible..

    Really great, well done everyone.. you all should win yes

Sign In or Register to comment.