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Carrara F.A.Q (Last Updated: 2026 Jun 30 12:55 pm)

 

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Subject: Whats going on here?


notefinger ( ) posted Fri, 04 June 2004 at 10:17 PM · edited Tue, 30 June 2026 at 11:26 PM

file_111750.jpg

The brick in the background seems too big and is going into distortion. What to do. The inside of the Japanese lanterns aren't getting any shader. I made this lantern the boolian way. Useing parts to cut out other parts. Maybe thats not the way to do something like this even thought it was very easy to do. Also it seems the stone shader is not big enough for this lantern object. When you use boolian to cut (subtract) one square with another, do you still have both objects, one being invisable? It seems like the bounding box has grown on the final object. It seemed to be this way in Bryce and Vue when boolian operators were used.


sailor_ed ( ) posted Sat, 05 June 2004 at 7:22 AM

About the bricks: maybe you should "tile" the texture in the shader you are using. About the lantern. Booleaned objects have new geometry and the original operand (?) disappears. This is unlike Bryce. Unfortunately the new object created in C3 will not retain its old uv mapping and this will have to be recreated. I think your problem lies in this. I hope someone has a more lucid explanation but maybe this will help. Ed


notefinger ( ) posted Sat, 05 June 2004 at 12:52 PM

That helped me figured out the tile. The h and v sliders must also be increased. I raised mine to 10 each and it looked good for the scene. Also duplicate the settings in the texture/bump area. I learned something. Why doesn't the shader cover the insides of the lantern? That the next problem to figure out.


sailor_ed ( ) posted Sat, 05 June 2004 at 9:28 PM

I tried a test or two and can't figure out the stone lantern problem either. Can you post a shot of the shader? Did you do the boolean in the assembly room or the vertex modeler?


notefinger ( ) posted Sun, 06 June 2004 at 11:24 AM · edited Sun, 06 June 2004 at 11:26 AM

file_111751.jpg

I used the assembly room to make the lanterns. I bought the shaders from the store here.The SRD Shaders Vol 1. Here's an image. Tile is not checked in this screen grab but in this case it didn't make a difference.

Message edited on: 06/06/2004 11:26


sailor_ed ( ) posted Sun, 06 June 2004 at 9:30 PM

After a few more test I think the problem has something to do with the fact that the object has been "booleaned" several times and the mapping is messed up somehow. Open the lantern in the vertex modeler and select all. Open the UV Mapping tab in the Properties tray. Select a mapping mode from the drop down list. (At this point any will do) Then open the shader room and see if the shading has changed. If this doesn't work re-open the vertex modeler and select all and click on the UV Mapping again. This time open the UV Editor and apply a mapping mode (once again not critical but maybe box or planar). Check again in the Shader room. The textures should appear in the holes. They may be stretched funny and you might have to play with the mapping mode in the editor. If you want more info on UV Mapping there was a good tutorial in 3DXtract. I can't explain why this problem happens but I hope you can get it to work. Unfortunately after tomorrow my internet access will be sporadic at best. I would like to hear how you make out:( Good Luck Ed


bluetone ( ) posted Wed, 16 June 2004 at 11:27 AM

When you do a boolean, a new object is created, and the original ones that were used disapear. Carrara TRIES to match the shading, but seems to fail. There's new geometry where before there was solid. There weren't any U or V's where there now needs to be. The UV editor trick in the vertex modeler should fix it. Good luck!


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