Forum: Carrara


Subject: Parallel Offest, Shelling, Thickening?

Angelouscuitry opened this issue on Mar 19, 2004 ยท 40 posts


Hoofdcommissaris posted Fri, 02 April 2004 at 2:53 AM

**I typed an answer yesterday, but appearently it did not reach the site. Pitty!**

It renders like this, but now I've more questions about how to get where I'd like to be next:

I noticed, in many renderers(especially Poser) that too many lights tends to wash a figure out. I'm concerned this may be the case again here. So, what I want to do is make keyframes with certain lights deleted. I think the sequncer is pretty staight forward, but I'm wondering if there is a trick to making notes for each keyframe. This way I can keep the camera angle a little closer, and still follow wich lights I'm using.

How about making area renders? When you select the small camera you can get a quick look at the render result. With the small icons on the right side of the work area you can choose multiple views, in the small view you can select lights and toggle them on and off, in the larger area you can do a render by just dragging the camera around the figure, or part of the figure.

Also, regarding adjusting lights, can we adjust several lights at one, maybe by linking them somehow?

You can create a masterlight, by promoting one to that under 'edit'

BUTIt looks like you are mimicking some kind of global light situation (with light from all sides) while 'Global Illumination' is actually part of the renderer of C3. You can use the sky, or other stuff in the 'Scene' thing called 'Background' to light your model, you can even use hdri files, this image is done with one light, the rest of the global light comes from the hdr picture.

About the Infinite Plane, how can I add a material, or change it's color? I did'nt notice it in the Properties pallette, how is it getting it's value now?

Like you can change the shader of any object you can change it by selecting it and go to the shader room, or in the properties tab, choose one of the presets or click the edit button (which will take you to the shader room)

When I exported this .OBJ from, Poser5, I made sure all of each figures parts were included, but I ca'nt seem to locate any figure's individual parts. Take the loin for example, the trim on the top and bottom are two different parts, while the cloth represents another dozen parts that need adjusting.

When exporting you get to choose if you want to export seperate groups for each body part, do that. By 'adjusting', do you mean adjusting the mesh, or the shading? For shading you will find, in the shading room, different shaders for each part that has had an UV map area for itself (I did not put a shader in the 'lips' part in this case). For me the .3ds file format is best because you get a lot of shading information in the file.

The next thing I started to wonder was how to change the document window size numerically. I could find where to adjust the render's dimaensions, in the render room, but not the scene's properties?

Finally, once I've some of my other issues in hand, I'd most likely be compositing my renders in photoshop, and will be needing to know how to make an Object Mask for my figure? Most renderers can do this. All it is, really, is a black and white(No grays), render of a figure, to use in a photoshop Alpha Channel for making selections.

In the render room, click the tab 'Output', specify the Photoshop file format, and you can choose additional channels to render, like alpha and premultiplied alpha (which antialiases with the background color) but also depth channel and some others which can help in compositing and playing with the render afterwards.

Hope this helps again!