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Subject: Procedural Shaders revisted (part III)


ShawnDriscoll ( ) posted Sat, 08 December 2007 at 10:57 PM · edited Wed, 15 July 2026 at 4:34 PM

file_395150.jpg

These procedural textures were created in Carrara Pro 5.1 using Anything Goos, Enhance:C, Veloute 2's 3D Random Lines, and Carrara's Squares blenders.  The model was made in Amapi Pro 7.51 and touched up in Hexagon 2.2 before importing as OBJ into Carrara Pro 5.1 to be UVmapped, textured, and rendered.

www.youtube.com/user/ShawnDriscollCG


Hoofdcommissaris ( ) posted Mon, 10 December 2007 at 2:44 AM

Great work Shonner, this would all be very hard to do without Eric Winemiller's great additions, wouldn't it? Thanks for the inspiration!


ShawnDriscoll ( ) posted Mon, 10 December 2007 at 11:21 AM

Thanks.  I'd have to figure out how to photoshop texture maps by hand or do all the rust in postwork without a plugin.  DCG Anything Goos is the best for my kind of texturing.

www.youtube.com/user/ShawnDriscollCG


bwtr ( ) posted Mon, 10 December 2007 at 4:46 PM

Looking at a close up of the image is to realise the great shading work done Shonner. (And the modelling is good too!)

bwtr


ominousplay ( ) posted Mon, 10 December 2007 at 10:37 PM

What does it transform into? Nice work - I like the rust and the scratches - how did you do the scratches? Very cool.

Never Give Up!


ShawnDriscoll ( ) posted Tue, 11 December 2007 at 12:40 AM

file_395337.jpg

The scratches are fractal patterns of a metal texture (0.03 ft in thickness along the edges) that are blended with the main texture using Anything Goos.  Here is an indirect lit render with caustics.  I made the scratched edges shinier and thinner (0.02 ft).

www.youtube.com/user/ShawnDriscollCG


ShawnDriscoll ( ) posted Tue, 11 December 2007 at 3:42 AM · edited Tue, 11 December 2007 at 3:43 AM

file_395356.jpg

This model is the Arm Commander unit from an old RTS game called Total Annihilation.  It doesn't transform.  It just builds an army and shoots stuff.  I finally posed it.  I added Aura and Lens Flare.

www.youtube.com/user/ShawnDriscollCG


ominousplay ( ) posted Tue, 11 December 2007 at 5:51 PM

Just kidding about the transforming - not everything cool has to transform... what about the rivets - they look great also. Looks like its powering up to... FIRE!

Never Give Up!


bwtr ( ) posted Tue, 11 December 2007 at 5:58 PM

In the first post Shonner said he used the DCG plugin Enhance C. That would be where the rivetts came from I would think.

bwtr


ShawnDriscoll ( ) posted Tue, 11 December 2007 at 6:48 PM

Yes.  It works like brick, but draws rivets instead of grout.  I may have set the grout color to something funny though (they defaulted to something other than gray).

www.youtube.com/user/ShawnDriscollCG


ShawnDriscoll ( ) posted Wed, 12 December 2007 at 12:37 AM · edited Wed, 12 December 2007 at 12:42 AM

Attached Link: My next project for procedural shading

file_395398.jpg

Ok.  The grout channel that is part of rivets doesn't use color.  It uses procedurals.  So I don't have to redo any textures.  At the moment, I am using Inagoni's Baker plugin to convert the procedural shaders into texture maps (JPG format) so I can import this model into other rendering apps and have it look the same as it did in Carrara.  At least that is the plan.  The maps are for color, highlight, shine, bump, and reflection.  I din't use transparency or refraction or glow all that much.

If this works, the next thing I'll model will be this Aerotrain.  And yes, it will be rusted.  Only because the real one probably is now.

www.youtube.com/user/ShawnDriscollCG


UVDan ( ) posted Mon, 24 December 2007 at 7:46 PM
Forum Moderator

Great looking robot and good luck on the train.

Free men do not ask permission to bear arms!!


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