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| | #1 (permalink) |
| Cube ![]() Join Date: May 2006
Posts: 64
| Procedural textures versus regular ones?
Sorry for my recent barrage of questions. ![]() According to the Carrara Handbook by Mike De La Flor, I got the impression that Carrara renders quicker with procedural textures than with applied textures created in Photoshop. I know other programs have said the converse is true. I just wanted to confirm if anyone has had any experience and can verify this. I could have very well MISUNDERSTOOD what Mr. De La Flor said. Thanks, John |
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| | #2 (permalink) |
| SILO abuser ![]() Join Date: Jan 2006 Location: Louisville, KY USA
Posts: 556
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Actually none of the above, depends on complexity of the procedural texture, and when it comes to photo textures, depends on the size, trick is always to keep complexity to minimum, or size to the minimum when it comes to photo textures. There is no real benchmark to compare
__________________ My missions are not impossible, I just make them look that way |
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| | #3 (permalink) |
| Spline ![]() Join Date: Jun 2004
Posts: 44
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If you restrict yourself to single levels, the rendering speed doesn't seem to suffer. For example, a color gradient with a lumberyard shader. But since you can stack them up to whatever depth you desire, it's easy to compound the calculations required. Such an approach enhances realism, but you can take a hit in speed. The real advantage with procedurals is that they don't depend on UV mapping and thus provide uniform texturing over the entire surface of the model. I happen to be a big fan of Carrara's procedurals, particularly when enhanced by DCG's Shader Ops and Shaders Plus, and Inagoni's Veloute. But it is true that to coax realism out of them, requires a lot of calculations. |
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| | #4 (permalink) | |
| SILO abuser ![]() Join Date: Jan 2006 Location: Louisville, KY USA
Posts: 556
| Quote:
__________________ My missions are not impossible, I just make them look that way | |
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| | #6 (permalink) | |
| proud to be a nurb ![]() Join Date: Jul 2006 Location: only in your mind
Posts: 1,362
| Quote:
shorty | |
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| | #7 (permalink) |
| Moderator ![]() Join Date: Apr 2005
Posts: 612
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Some other things to note. While you can set some of the procedurals to map to a UV. The result tends to not be the same as local, scaling is one factor thats an issue and requires you to tweak the UV map. If you want to avoid that. Eric's Procedural Lock is another must have plugin that locks the local coordinates of the procedural. That way you can animate the object and not lose how they are mapped. A great plugin in my opinion. Find it here: http://digitalcarversguild.com/plugin.php?ProductId=13
__________________ Email Me. Visit my blog! Get hundreds of shader presets! Get Art of Shaders! And a preview for Art of Skin is now available. AMD Turion(TM) 64 ML-40 (2.2GHz/1MB L2 Cache) 1280 MB DDR 333mHz RAM 128MB ATI RADEON(R) XPRESS 200M w/Hypermemory(TM) 60 GB 4200 RPM Hard Drive DVD+/-RW/R & CD-RW Combo w/Double Layer Support 15.4" WXGA BrightView Widescreen (1280x800) I use. Last edited by Nichod; 22nd December 2006 at 15:16. Reason: link added. |
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