Forum Coordinators: Kalypso, Anim8dtoon
Carrara F.A.Q (Last Updated: 2026 May 31 3:03 am)
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I had the bump cranked up when I was trying to debug the problem. I just tried taking it down to make sure it isn't the cause and it looks like it doesn't effect it. Basically, for me, clicking "seamlessly" for a tiled texture map in the bump channel doesn't seem to do anything. It does work in the color channel. Haven't experimented with other channels. I recently installed the 'fishnet' shader plugin and may uninstall to see if that is the problem. I'm not using it in the shader but who knows. Thanks for the warning about bump >100%, though. I'll keep it in mind. And it was worth checking to see if that was the issue ;-). Marc
Hi, Kix, (Guess I can't post the .car so I'll email it). However, it is simple for me to create this from scratch. Given how reproducible it is for me and the fact that no one else sees this, it must be something to do with a bad plugin or a corruption in my files rather than a carrara bug. I'm using digitalcarver's anything grows, anything grooves, starbright, zenstar and fishnet. Maybe it is just a fat-finger problem. If not I'll try dropping some plug-ins to see if that fixes it or a complete re-install (ugh). Thanks, Marc
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Apologies for another newbie question. I'm experimenting with something that will eventually be a quilted airbag for an airship. As a test, I have a shader applied to a spline object that is the airbag. (The shape is simple at the moment but will eventually have some notches for ropes.) As a test, I have a simple texture loaded into both the color and bump channels. The trouble is that the two don't line up. You can sort of tell in the preview window that they are offset. I've ctl-dragged the color channel to the bump channel so I was assuming they'd be treated identically. The shader shown is the basic one but I've also tried various parametric mapping modes without any difference. It seems like the UV space/offsets for the different channels are different but I don't see anyway to adjust this. Hopefully, I'm missing something simple. Thanks for any help, Marc