Forum Coordinators: Kalypso, Anim8dtoon
Carrara F.A.Q (Last Updated: 2026 May 30 8:12 am)
Visit the Carrara Gallery here.
like i said, used just the things that realskin used and not any of the extra features that carrara has i have no dout that skin can be far far better, was just showing how it was in carrara once converted, since some people wanted that and ya sss in carrara is one thing i'll be working on i have all his kits, i could convert, but those i'm not sure how much he'll let me post :) since they sell
My experience with imported skin shaders has been that the biggest problem is some sort of wild misunderstanding of the highlight nodes. I brought Miki in with Samyra textures and Traveller's shaders, and she looked like she had been soaked in Mazola (and her displacement setting gave her major goosebumps). I never did find a setting that corrected the highlight problem entirely. Has anyone played inside the Car file, with an eye to writing a Python converter that would import Poser shaders with necessary adjustments? And does ShadeStyler (on sale I think) offer tools that bring Carrara skin up to Poser potential? Mick
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.

same settings as the default from face_off's tutorial http://www.physicalc-software.com/tutorials/realskinshader/ has no spec though, haven't found an equivalent to blinn node but the color and sss is in, will work on more later for those who want to play around with it, i have no idea how to post mats here :P but you can follow his tut, not hard just the area "incidence ramp" put formula for in carrara and place in the following text: (delete text right of a ; Lx=0; (replace 0 with global X coords of the mainlight) Ly=100; (same as above, Y coords) Lz=100; (Z coords) ax=Lx/sqrt((Lx*Lx)+(Ly*Ly)+(Lz*Lz)); ay=Ly/sqrt((Lx*Lx)+(Ly*Ly)+(Lz*Lz)); az=Lz/sqrt((Lx*Lx)+(Ly*Ly)+(Lz*Lz)); value=1-abs((ax*nx)+(ay*ny)+(az*nz)); its just the basic shader converted, but it doesn't take advantage of any of the extra things carrara can do