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The differculty with this step was addressed to me last week, I do believe. Within the next few days (and over this upcoming weekend), I'll be cleaning up my website & tutorials and expanding on some of the more differcult areas of those tutorial; this step being one of them.
For this particular step, I plan on re-writting step 5 and supplying an animated gif to show exactly the procedure to successfully create this step.
I wrote it this way because I wanted to convey the process of creating a complex texture instead of just telling you the final formula to get the results. To put it in the most simplest terms and avoid the logic of creating a complex texture, you can create a mixer and then create another mixer in it's channel and yet another mixer inside that's channel. Each additional mixer handles each application of anything goos. One is used for the inside dark-dirty creases, another is used for the outside worn edges, and the last is used for the brown, dirty along the "perimeter" edge (the hold on the bottom of the mesh).
Carrara natively doesn't like you to simply add a mixer into another mixer after you've already set up that mixer. Applying a mixer operation to an existing mixer does nothing. This is unlike how what you can do if you have already assigned a color then applied a mixer to that channel, it would keep the previous color and place that result as the first channel's content.
In this step, you use another empty channel to temporary hold the contents of the mixer as you create a new mixer. Then you move the previous mixer into a sub-channel of the newly created mixer. Then you move the whole Anything Goos mixer groups back into the color channel.
I know it's a confusing step and it will be addressed soon.
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Andrew Benson
AKA: AWBenson www.awbenson.com
andrew (at) awbenson (dot) com
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