![]() | ![]() | |||||||||
| ||||||||||
| |||||||
| Register | FAQ | Donate | Image Hosting | Members List | Calendar | Search | Today's Posts | Mark Forums Read |
| Carrara ENG The main Carrara forum. Please, use the subforum for the specific topics. |
![]() |
| | LinkBack | Thread Tools | Search this Thread | Display Modes |
| | #21 (permalink) |
| Brian ![]() | Shaun. Looks like you soved the problem one way. I am still looking at another. Chrisd. Veloute 2 is excellent. I still use it. However, EnhanceC is a huge step up in terms of a general purpose shader plugin. I wonder if I ever will learn all the options that it provides? I think it would be great, and provide a very rounded app, if I could afford every one of the DCG and Inagoni plugins. On a list of "Things I would like" list them on a big sheet of paper alongside your birthdays reminder dates! |
| | |
| | #25 (permalink) |
| SILO abuser ![]() | Hmm, not that I ever tried (I only have Photoshop elements), but how about this: Menu: Image-> Mode-> Grayscale 16 bit (I hear that CS and CS2 should be able to do this, again, Elements does not have this option). You should have these options when you create new file as well. After that save it in Tiff format...I only tried displacement in Carrara with 16bit tiff images created with other software (height map exported from Vue, for example)... ![]()
__________________ My missions are not impossible, I just make them look that way |
| | |
| | #26 (permalink) |
| Brian ![]() | Ok I got the 16 bit Tiff thanks. If anything more artifacts than on simple jpg. However, Carrara did not like the 16bit tiff at all--it all most trippled the time of each of the little test renderings that are made in the displacement process before getting back to the Assembly room. |
| | |
| | #27 (permalink) |
| SILO abuser ![]() | Well, never played with displacements a lot, but it seams that nice and smooth edges can be achieved with procedurals (which basically have an infinite detail, dunno if renderer is seeing them as 8 bit or 16 bit values though) ![]() Therefore 16 bit gray-scale TIFF format (in theory) should give you more detail (less artifacts) then 8 bit ones (regular color images have 256 shades of gray). I just installed 30 day CS trial to play with this more, will post tomorrow morning my findings (stupid Carrara manual does not say nothing about displacements with image mapping), cuz I have to go to work now ![]() BTW, what is the size of the image you used?
__________________ My missions are not impossible, I just make them look that way |
| | |
| | #28 (permalink) |
| Brian ![]() | All the images were 1024 by 1024 and I tried all sorts of variation in making and saving in PhotoshopCS2 (andCS3) and Illustrator CS2. As a general rule, I never use Tiff format. I have never yet found it giving a benefit in quality or file size. Whilst obviously working in Photoshop format I only ever now save in .jpg or .png. |
| | |
| | #30 (permalink) |
| Extrusion ![]() | i think the smooth being on is what's creating the problem. it's trying to smooth our edges, but there's no chamfer or fillet on those edges so it creates those strange artifacts in the render. however, when you remove smoothing, it creates the nice harden edge with a slight bevel. if i hardened the edge even more, i'd get creased edges. i honestly don't think any image file format will obliterate the artifact problem. i don't think it's an issue with "frayed edges" just an issue with smoothing. I'm kind of a newbie really though...not been using this app as long as you old farts. j/k
__________________ "I put a hexagon on you, cause you're mine. And I love the things that you do.." ![]() DELL DIMENSION 5150, P4 3.2GHZ HT, 3GB RAM, 256 ATI X600 (128 SHARED), DUAL 250GB SATA, XP PRO CARRARA 5 STANDARD, HEXAGON 2, DREAMWEAVER 2004MX,COREL SUITE 12, BRYCE 5.5, POSER 5 |
| | |
| | #31 (permalink) |
| Brian ![]() | If I remember correctly (old farts memory problems!!!) the displacement tag only came in with the 5.1 update. (no help file info?) In this current exercise of mine , using all the variable in the tag, the only difference I can get is in the visual level of faulty effects, not elimination. The problem is understandable maybe using say the Photoshop brushes but I thought using vector shapes that it would be a foregone conclusion that edges would be artifact free. Last edited by bwtr : 19th March 2007 at 05:53. |
| | |
| | #32 (permalink) |
| SILO abuser ![]() | I believe the problem will occur no matter what shader is used: procedural or texture map. It depends how discontinuos displaced surface is. Sudden vertical slopes need more polygons to make them look more smooth, no way around it... Avoiding very sharp edges on the displacement maps should help here... ![]()
__________________ My missions are not impossible, I just make them look that way |
| | |
| | #33 (permalink) |
| Brian ![]() | As a final exercise? The left default sphere with spherical mapping in the Displacement tag. On the right, a 4 times subdivided vetex sphere. Ok the result is similar -but different-but the queer thing is that applying spherical mapping sent the result crazy. This is just plain mapped! What an odd world! |
| | |
| | #34 (permalink) |
| Escaping to 3D worlds... ![]() | You know, when I wrote that tutorial, the Surface Replicator didn't exist in Carrara. :-) You might want to consider a little quick modeling and then go wild with the replicator. Surfaces are easy to adjust and don't bloat file size. The object in my sample has 4 replicators restricted to the top of the box. That way I could better control quantity of certain objects. Mark |
| | |