Forum Coordinators: Kalypso, Anim8dtoon
Carrara F.A.Q (Last Updated: 2026 Jul 11 2:50 am)
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I use the Veloute Tile plugin. It allows you to choose different color and bump for the brick and the grout. Then I turn on displacement for the entire shader.
www.youtube.com/user/ShawnDriscollCG
Mike, your bumps are probably too similar. For the bricks, only mix the lighter values. For the Grout, mix just the lower/darker values. There needs to be enough difference between the two so that one receeds and one advances. 50 percent gray is flat as far as Carrara's thinking. Veloute is an excellent choice too as mentioned by Shonner. But since you set up with Enhance C, so did I. Enhance C is soooo versatile and so deep in features though - it's got to be my favorite plug for texturing.

Thanks for the help, Mark.
So if I add a UV map I will have less problems with this? Interesting... If I don't go into the UV editor what does Cararra use to map the shader?
Also I discovered something strange while going through this excercise. When I change the shape of the cube by shortening one side the bump all but goes away. But if I make that side larger than the original cube the bump gets deeper. I believe this is why I wasn't getting any results with my original straight forward mixer shader. I already had the cube shortened to a wall shape. Now, this doesn't seem quite right to me. What do you think, is this the way it's supposed to work?
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Is it possible to have two different bumps within the same shader? Let me give you an example. Lets say I want to make a really good brick shader. Once I get the colors down now I need to have a very fine bump for the grout and a larger bump for the bricks. I have tried mixing the bump channel with the Mixer operator, but that didn't work. I also tried using layers, but again there is something I'm not understanding because that didn't work for me either. Here is my attempt with the mixer in the bump channel. Can anyone tell if its possible to do this? If so, how?!Thanks
Mike