TerraMatrix opened this issue on Feb 06, 2007 ยท 14 posts
MarkBremmer posted Tue, 06 February 2007 at 10:08 PM
Hi TerraMatrix, I'm going to clarify some terms here because it's easy to get confused (at least for me) Subsurface Scattering - I think the effect your striving for is accomplished with Subsurface Scattering - that is if you're trying to get ears that "glow" when light comes from behind. It will require a little experimenting and unfortunately, can't be controlled with a texture map. The thinner the object, the more light that passes through. Transluscency - Transluscency is actually a shader function that you can use to imitate the color transmission through thin objects. It doesn't care how thick the object is. A big tropical leaf is transluscent because while you can't see through it, the light is colored when it passes through the leaf. Usually, but not always, Transluscency and Subsurface Scattering are used together for a more realistic effect. Alpha Channel - The Alpha channel in Carrara can be used to "see through" an object. (Yes, I know, technically it's transluscence if it's not completely "clear"). However, it won't create glows or varying light intensity as the object gets thicker. Typically, this is used to make parts of a mesh invisible and is either "on" or "off" although it doesn't have to be. Transparency - Works like the Apha Channel but allows you to have semi clear windows, decals etc., while still giving you the power of the Alpha mask to hid parts of the mesh or shader. Clear as mud? The power of the Carrara shaders is that there is multiple ways to do things - but that also makes them potentially complex. Post back with any questions you have. Mark