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Carrara F.A.Q (Last Updated: 2026 Jun 30 12:55 pm)

 

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Subject: Condensation on mirror


DocMatter ( ) posted Sat, 26 January 2013 at 6:30 PM · edited Mon, 02 February 2026 at 5:53 PM

Now that I've got that boat wake taken care of (Thanks again Mark!), the next logical project for me is to try and put condensation on a mirror (don't ask.)  Can it be done with a shader, particles, or the surface replicator... or something else I'm not very good at?


MarkBremmer ( ) posted Sat, 26 January 2013 at 10:47 PM

There is visible water drops and there is fog. For drops I'd use the surface replicator. For fog I'd use texture map To control reflection and modulate color. 






DocMatter ( ) posted Sat, 26 January 2013 at 10:57 PM

That's what I thought.  So, is the metaball the best way to create the initial water droplet?  I'm pretty familiar with the surface replicator, but the initial drop is my main concern.


Kixum ( ) posted Sun, 27 January 2013 at 9:27 AM

There's lots of ways to do it.

If you're not very model friendly, probably the easiest thing to do is take a sphere primitive and apply the taper modifier to it.

-Kix


Saxon3d ( ) posted Thu, 07 February 2013 at 4:50 AM

is there anyway of converting poser advanced shaders into carrara shaders?, I  only ask because there is a really good water on glass poserpro shader from bagginsbill. I used it in this image

http://www.renderosity.com/mod/contest/index.php?entry_id=33709


MarkBremmer ( ) posted Thu, 07 February 2013 at 8:59 AM

Sometimes direct conversions are not possible since Poser has some nodes that Carrara doesn't. However, from what I see, this looks to be pretty easy to reproduce in Carrara. 






MarkBremmer ( ) posted Thu, 07 February 2013 at 11:07 AM

file_491428.jpg

This is a scene I use to test glass and reflectivity.

For this render on the window, I mixed two different Index of Refraction values. The first one was 'None' and the second one was 'Water'.  They were blended with a texture map I made super fast because I had Photoshop open. However, a little tweaking with the limits in a Noise shader will yield the same results. 

Mark






Saxon3d ( ) posted Thu, 07 February 2013 at 11:15 AM

that looks really good mark


DocMatter ( ) posted Thu, 07 February 2013 at 11:33 AM

Wow!  That looks like just the ticket.  I'll start playing around and see what I can do.


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