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Carrara F.A.Q (Last Updated: 2026 Jul 11 2:50 am)

 

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Subject: stopping plastic skin effect


jugoth ( ) posted Wed, 02 April 2008 at 11:43 AM · edited Mon, 13 July 2026 at 10:55 AM

http://www.renderosity.com/mod/gallery/index.php?image_id=1648947
Did this pic and getting bloody annoyed about the program wants to render nearly  everything with A beautiful plastic shine.
Any simple ways to get this to stop, as a right pain.


GKDantas ( ) posted Wed, 02 April 2008 at 12:10 PM

You need to play with the Highlight and Shininess channels to fix this.

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MarkBremmer ( ) posted Wed, 02 April 2008 at 12:15 PM

 Skin rendering quality is very dependent on both lighting and skin settings in Carrara. 

There are a couple of ways to work with the skin issue:

  1. Select the figure, open the shader/texture and then edit the Shininess setting to something like 4 and the Highlight to  a value of 0 for each domain.

  2. Create a "master" shader from one of the skin shaders and then adjust the settings as above. Now you can swap out the other domain instances with a Reference Shader. After that, any change  or adjustment you make to the one shader will affect the whole body. It's a pretty slick way to go.

Mark






jugoth ( ) posted Wed, 02 April 2008 at 2:10 PM

Thanks for info will try though don't have printed manual, but what gets me is why did the programmers decide to give every thing shiny plastic skin.
You should not have to bring a figure or prop ect into the program then have to go through each item  to take of plastic.
What was the major malfunction of their brains, did they decide that as every 3d program in the universe render normal, that they would give shiny skin.
I should be able bring a poser scene in and render normal, if i want plastic shiny render then i should be able go into options to do it.
not the other way round as its a a pain in the bloody ass, if i would have known about the plastic render effect i would never have bought the program.
Lets hope the release a patch that knocks the plastic effect out.
Thanks again.


MarkBremmer ( ) posted Wed, 02 April 2008 at 2:18 PM

 Actually the Poser texture engine plays by different rules than the Carrara texture engine. So what the software is doing is interpreting the Poser rules and making them conform to the "nearest parameter" in Carrara. It's not perfect because they are not the same thing. :-/






pauljs75 ( ) posted Fri, 04 April 2008 at 8:55 AM

Differences between render engines can be annoying like that. (That's why I never try to get a mat perfect when modeling, but rather just use it as a reference placeholder. That kind of thing really has to be tweaked in the rendering environment.) Ironically, I had a model I was playing with not too long ago where I wanted something to be plastic. But instead of the orange color I wanted, any scene lighting would blow out the color to some funky yellow shade. I think the highlight channel has the most to do with stuff like that. Took a bit of tweaking to get to behave properly.


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jugoth ( ) posted Thu, 17 April 2008 at 4:09 AM

I their a tutorial as i tried to get rid plastic effect but didn't work.


sparrownightmare ( ) posted Sat, 26 April 2008 at 9:33 AM

Drop the highlight to about 10, the shininess to about 5-10, then give it a bumb value with a multiplier using the shader's texture map for source 1 and a value 1-100 set at about 60-70 for source 2.  Thats the settings I use to get rid of shines.


jugoth ( ) posted Fri, 09 May 2008 at 1:41 PM

Ta will try tat out.


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