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Subject: Helping building a Lamp / Sconce


Uleepera ( ) posted Sat, 24 January 2009 at 4:44 PM · edited Sun, 12 July 2026 at 12:25 AM

Hello,

I'm trying to create a wall light or sconce but I'm having a lot of trouble figuring our transparancy and glow properties and I was wondering if anyone knows of a good tutorial either from screenshots or videos. Thanks!


GKDantas ( ) posted Sat, 24 January 2009 at 5:10 PM

Some references about what you want to do??

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Miss Nancy ( ) posted Sat, 24 January 2009 at 6:19 PM

it's an electric light with a clear glass or frosted glass fixture?
or is it a torchiere that has to be animated?



Sueposer ( ) posted Sat, 24 January 2009 at 7:41 PM

To experiment with getting transparency, etc. Make any old object and give it one of the carrara glass shaders. Then put a tiny light on one side of it, just opposite the camera. This will show you some of what the different shader functions can do for you.
BUT: this may not be the best way to do a wall light. There may be a better way than through transparency to do what you want. For instance, take a torchiere model and give it an "anything glows" light (found in the edit menu). All done in one step!


Uleepera ( ) posted Sun, 25 January 2009 at 5:03 PM

Well to be honest I don't really have many references or attional information. I've just been experimenting unsuccessfully as I indicated. I have included below some of the inspirational material I've been looking at. Additionally what I was more hoping for were some walk throughs or tutorials on how other people made any lights/lamps etc. Thats how I've taught myself Carrara so far.

www.allmodernlighting.com/asp/show_image.asp

www.allmodernlighting.com/Estiluz-021816602-021813702-ESZ1164.html

Here is a look at the wall light collection
www.allmodernlighting.com/asp/show_collection.asp


GKDantas ( ) posted Sun, 25 January 2009 at 9:50 PM

Almost all those object looks made of simple polygons... To light works fine trhough transparency you will nee dto turn this option On in the Render Room (Light through tranparency). The glow effect can be done right in the surface or using another light source just for this... maybe this is a good idea for a new tutorial at Carrara Lounge...

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Uleepera ( ) posted Mon, 26 January 2009 at 12:06 AM · edited Mon, 26 January 2009 at 12:10 AM

Attached Link: building-progression-01-24-2009-morning

That sounds great to me! I'll be the first one to view it. I manage a financial sales team for a living with no background in art or design. 3D modeling/animation is sort of something I've always dreamed of doing so I apologize if I'm being peticularly unclear. I have been making some strides however as you'll see below this is an office building floor I've been working on. I think my biggest problem with the light is understanding transparency. I signed up for the VTC classes with Carrara last month and made it through the anything glows light but unfortunitly I didn't get to view it a few extra times as I had hoped for and now my subscription has run out.


GKDantas ( ) posted Mon, 26 January 2009 at 1:03 AM

I really want to understand what is your problem with the transparency... the light effect through transparent objects?

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Uleepera ( ) posted Mon, 26 January 2009 at 1:32 AM

The problem is transparency in general. I havn't been able to make anything even remotly transparent. I created a hollow cube with the back removed. I stuck a bulb and at one point a spotlight inside and set a camera on the other. Now I'm very about about not understanding much to do with textures or shading but I am able to find the shading section along with the transparency section. I've also fiddled with the sliders and check boxes within transparency but nothing seems to actually change anything.


Uleepera ( ) posted Mon, 26 January 2009 at 1:49 AM · edited Mon, 26 January 2009 at 1:54 AM

Quote - The problem is transparency in general. I havn't been able to make anything even remotly transparent. I created a hollow cube with the back removed. I stuck a bulb and at one point a spotlight inside and set a camera on the other. Now I'm very about about not understanding much to do with textures or shading but I am able to find the shading section along with the transparency section. I've also fiddled with the sliders and check boxes within transparency but nothing seems to actually change anything.

Correction. I have been able to using the glass shader however it doesn't look anything like what I'm shooting for. I tried cloudy glass however that isn't transpartent at all. I can't seem to find a happy medium. EIther its totally transparent or not transparent at all.


bwtr ( ) posted Mon, 26 January 2009 at 4:16 AM

Give the Alpha channel a value and adjust to suit---may be your solution.
And make use of the Caustics setting inthe Render.

Brian

bwtr


GKDantas ( ) posted Mon, 26 January 2009 at 5:45 AM

Can you post your render?

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Uleepera ( ) posted Tue, 27 January 2009 at 1:53 AM · edited Tue, 27 January 2009 at 1:56 AM

file_422664.jpg

Sorry that I took so long. Things were a bit hectic at work today. In this example I took one large cube and deleted 3 sides to use it as a backdrop and placed a semi-glossy interior shader on it. Then I created a 18x5x7 cube and removed the back. I place a Bulb inside the cube and applied a Cloudy Glass shader to the cube. 


GKDantas ( ) posted Tue, 27 January 2009 at 6:51 AM

file_422673.jpg

I still a little lost, so I did this picture to show what I did with a bulb light.

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Uleepera ( ) posted Tue, 27 January 2009 at 7:12 AM

In addition to showing can you tell me what you did? In my case the bulb is not illuminating through the box. Only out the back of it.


MarkBremmer ( ) posted Tue, 27 January 2009 at 7:21 AM

file_422674.jpg

 So, you're looking for something like this then?






GKDantas ( ) posted Tue, 27 January 2009 at 7:23 AM

I will put this scene at Carrara Lounge so people can download... but basic the glass shader was changed to color black, index of refraction to simple glass and the transparency to about 87% nothing more.

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Uleepera ( ) posted Tue, 27 January 2009 at 6:07 PM · edited Tue, 27 January 2009 at 6:09 PM

file_422709.jpg

GKD,

WOW! Heres what I have now. HUGE Improvement. Could someone provide a greater explaination of "Index of Refraction"? Additionally I didn't see "Simple Glass" so I tried "=== glass". In the end I'm trying to make the glass "frosted" which is why I was selecting cloudy glass. Any thoughts?

Mark,

Exactly! I plan to line some of the hallways in the image toward the top of the post with these lights.


GKDantas ( ) posted Tue, 27 January 2009 at 6:49 PM

Index of refraction: light speedy variation when it hit solid objects like glass, water and other objects, for the air the IR is 1:

http://hyperphysics.phy-astr.gsu.edu/Hbase/geoopt/refr.html

Some more IE for simulate better surfaces:

http://hyperphysics.phy-astr.gsu.edu/Hbase/Tables/indrf.html

For the cloudy glass just change the color to white, I thin will work better.

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bwtr ( ) posted Tue, 27 January 2009 at 7:09 PM

file_422711.jpg

Is this anything like as wanted?

Brian

bwtr


Miss Nancy ( ) posted Tue, 27 January 2009 at 8:41 PM

light rays will refract very differently thru frosted glass (both sides with rough, granular surfaces)
than thru clear or coloured glass IMVHO.  however, said refraction calculations would be prohibitive
in regard to render time, hence a light source of appropriate size would likely be good enuff.  but not
a point source.  in case anybody asks.



bwtr ( ) posted Tue, 27 January 2009 at 8:59 PM

file_422727.jpg

This was a One Second Render!

Brian

bwtr


bwtr ( ) posted Tue, 27 January 2009 at 9:00 PM

file_422728.jpg

And some shader info.

Brian

bwtr


Uleepera ( ) posted Tue, 27 January 2009 at 11:20 PM · edited Tue, 27 January 2009 at 11:23 PM

file_422751.jpg

Wow... Lights can be confusing... I locked my poor computer up for abotu 15 minutes at one point trying to render something. Here is my latest attempt... Still not quite there with the cloudy glass I think.

Brian, I'm not trying to make the two tone as it seems in your render. I'm more than likely going to attempt two different lights. One metalic that reflects the light and the other more lampish looking where the light shines only through cloudy glass.


bwtr ( ) posted Tue, 27 January 2009 at 11:46 PM

I did not attempt to make any "two tone" effect?  (think I am a bit lost at what you are trying to achieve maybe?)

That render is naturally about what happens when a light shines through the glass material and when it shines directly down where there is no glass between.

Brian
(The .car file attached)

bwtr


Uleepera ( ) posted Tue, 27 January 2009 at 11:49 PM

I don't see a file attached? Additionally I understand what your saying. I misunderstood the example you were trying to provide.


bwtr ( ) posted Wed, 28 January 2009 at 12:02 AM

file_422755.jpg

Hopefully the zip file will now be attached--I have also done a bit more fun to show some of the potentials--hope of interest.

Brian
(The zip is still not loading---will try again later)

bwtr


Uleepera ( ) posted Wed, 28 January 2009 at 12:02 AM · edited Wed, 28 January 2009 at 12:06 AM

file_422754.jpg

Grrrrr. Slightly off topic but what could I have done that might cause this error? Luckily I was able to save.


bwtr ( ) posted Wed, 28 January 2009 at 12:04 AM · edited Wed, 28 January 2009 at 12:07 AM

Car or Zip file?

Brian

Sorry--won't load.  PM me if you want it.

bwtr


Uleepera ( ) posted Wed, 28 January 2009 at 12:08 AM

file_422759.jpg

If your asking me my preference I am indifferent. Additionally you can e-mail me @ [ferrari.marc@gmail.com](mailto:ferrari.marc@gmail.com). Here are some additional attempts that I have done.


Uleepera ( ) posted Wed, 28 January 2009 at 12:09 AM

file_422760.jpg

Another attempt this time looking at the light with something behind it... I think this will be the view I need to use to fully tweat the smokey or "cloudy" effect. Thoughts?

 


Uleepera ( ) posted Wed, 28 January 2009 at 12:21 AM

file_422763.jpg

One last one before I go to sleep. This is getting exciting hahaha. :biggrin:


Miss Nancy ( ) posted Wed, 28 January 2009 at 10:11 PM

file_422843.jpg

the cloudy glass shader might be good enuff, as nobody would be looking at the lite when it's on.  they'd be looking at the scene.



bwtr ( ) posted Wed, 28 January 2009 at 11:52 PM

Uleepera

NOW it is all coming good!

Great

Brian

bwtr


Uleepera ( ) posted Tue, 03 February 2009 at 11:17 PM · edited Tue, 03 February 2009 at 11:18 PM

file_423379.jpg

Yes! Very good. I'm sorry its taken me so long to continue however work and the superbowl have been pressing issues :) Here is my latest incarnation inspired by most of you :) I'm thinking I may end up decreasing the height of the wallboard.


Uleepera ( ) posted Wed, 04 February 2009 at 12:50 AM

file_423384.jpg

Here is another render. I put two of them next to each other. Then I extruded the edges on one to give it a more textured look. Any thoughts?


bwtr ( ) posted Wed, 04 February 2009 at 1:34 AM

Not sure exactly where you are trying to head---BUT--obviously a great learning curve--and thats what counts!

Good work.

Brian

bwtr


Uleepera ( ) posted Wed, 04 February 2009 at 7:14 AM · edited Wed, 04 February 2009 at 7:16 AM

Thanks! I have no perticular heading. Just playing around till I find something good. The only downside to the one on the left is it does take quite a while to render in comparison to the other. I plan to use MANY of these in a scene to light hallways and such so it might be a better idea to use the less detailed one?


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