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Old 27th October 2005, 21:08   #1 (permalink)
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[C5] Surface Replicator: A dream Island

Introduction



This is a fast tutorial, which will show you the Surface Replicator from Carrara 5. This tutorial is for Carrara users who already know some of the basics of the software, but a beginner may be able do it without any problems.

Remark: This tutorial is based on Carrara 5 Beta. Some minor changes and improvements may appear when the final version will be release (but nothing fundamental)
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Old 27th October 2005, 21:25   #2 (permalink)
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First part: support basics.

Just as the name of the tool implies, the replicator needs... a surface!
For this tutorial, I'll use a scene wizard, made by Johannes (feel free to visit his gallery in this forum), called Dream Islands.

Below is a screen capture of this terrain in Carrara and the scene highlighted by a red circle. To open it, double click on the thumbnail (don't drag it in an empty Carrara assemble room., it won't work)




We will fill the terrain with palm trees. By using the tree generator, we will create the palm tree. From the "Insert" dropdown menu select "plant" this will take you to the Tree editor.

The screencapture below shows you that the Palm tree preset is chosen, with the preview on the right. For advanced users, make sure not to check the "Show Leaves" and "Full Detail Mesh" (the two last checkboxes, on the bottom right) if you don't want to have a heavy scene and long rendering time when your scene is done.




Now close the window (to empty memory) and go back to the Assemble Room.
You may have something like that




Last thing to change in this first part: Your palm tree may be in the middle of the water, and too big, as the one in the screen capture. One of the most common mistakes of new Carrara users is to have a small terrain in contrast to the element(s) which are too big on the terrain. Like the palm tree for example.

Below you see the right result, the tree has been positioned and scaled correctly. You can do a small test render to see the result. Notice that placing objects from the camera, for the final composition may be better.



Now, it's time to replicate !
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Old 27th October 2005, 22:52   #3 (permalink)
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Second part, replication!

Insert in your scene, a Surface Réplicator, which is in the drop-down Replicator tool (the second icon)



You should now have an emty bounding box in the scene, as the capture bellow shows. Don't worry where it is located in the scene.




Now for the most interesting part : how the replicator works.
Lets take a closer look to the Carrara scene tree in the properties tray (NOTE: Not the palmtree ) on the screen capture shown bellow. What can we see? A surface Replicator (highlighted), a Plant and a Terrain, our three require elements.
To generate the duplication, we have to give to the replicator what must be replicated: the Palmtree.
For this operation, pick and drag the Plant (red arrows) on to the Surface Replicator line. You should have what can be see in the right screen capture bellow, a kind of Hierarchy in the red circle.




Double click on the Surface Replicator line in the scene tree, this will allow us to edit its parameters. The surface replicator modeling room will open as the screen capture shows bellow.



Click the "Choose" button in the "Source Object" section, as shown in the red circle above. A new window should open, as the screen capture bellow presents. Select the Terrain and hit OK




Go back to the Assembly room : A lot of empty bounding boxes appear: They are the replicated trees. You can see all the trees, by choosing in the property tray the display mode, but it is best to use the bounding boxes.
Another problem is that all the boxes are align along the ground (the normal) and the worst is we have Palmtrees in the water !



Time to see how to correct that!
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Old 28th October 2005, 15:11   #4 (permalink)
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Third part: Accurate tree placement.

Before doing something else, in the Assembly room, switch to top view (in orthographic view), hide temporaly your replicator, and take a screenshot (PrintScreen on PC, or Command+shift+3 on Mac)
bellow is a sample of what you will capture. Paste or open your screenshot in an image editor, and we will go back to it later in this tutorial.




Next change to Director's Camera, unhide your replicator, and double click on it's name in the scene tree to edit its parameters.

In the screen capture bellow, several parameters have been changed.
1. The number of trees. In the scene that we want to build, don't create a forest of Palmtrees, it won't be coherent.
2. The random rotation. Only the X (blue) axis has been modified, the Palmtree will rotate around its own vertical axis.
3. A random scale has been applied, this way all your trees won't be the same size.
4. The Align object to normal checkbox has been unchecked this way the palmtrees will point towards the sky.

Don't forget to check in the Assembly preview on the bottom right of the Carrara interface to see what happen.




Go back briefly to the Assembly room. Notice that trees are still in the water. Go back to the Replicator parameters. On the left part of the window,In the section called Objects distribution, click on the checkbox "Use Shader" (circled in red). Check it to activate it and then, hit the Edit Shader button.




A window appears in the Shading room. This shader only applies to the replicator. It is not the shader applied to the terrain. You won't see this shader when you do your render!
The only thing we will need to change is the color settings with need to be black and white. Carrara will use the white part of the shader to duplicate on it, and it won't duplicate anything on the black part.
Choose, in order to "Color" (red circle), Texture Map (red arrow)




Now, it's time to go back to the screen capture of the terrain we made earlier. In photoshop (which I use), I'll draw in white where I want to have my Palmtrees and the other parts, in black. We don't need to be really accurate on this drawing, it's only for a distribution. In fact, only draw on the green part of the screencapture which fit the grass part of the islands.
For information, my texture is in 512x512 which is enough.
Bellow, on the left, the original screencapture, and on the right, the texture I made.




Load this texture in the Texture map window.





Close the shader window, and go back to the Assembly room. You will have this kind of result:





It looks a lot better. Notice that you may have some trees in the water even if you use your black and white texture:
Reasons why this may be so:

  • Your texture isn't in the good orientation. You may have take your screenshot in a rotation of +/-90°, then, you applied your edited shader in a wrong orientation. In the Shader window, on the bottom left along your texture preview, click the small rounded arrow to rotate your texture (from one to three times)
  • Your texture isn't fully in black and white. your black isn't completly black, but dark grey. Carrara only works with a real black color for no distribution. Make sure that is only Black & white not grey.
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Old 28th October 2005, 15:21   #5 (permalink)
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Fourth part: Finalizing and conclusion.

Now, its time to finish our scene. you can increase your palmtree numbers, change your Palmtree shaders (as the screen capture show it), etc.
bellow is a camera view. The random orientation have been changed from the previous parameter, from 180° to 360°, and the rotation angle for X and Y has been changed from 0° to 10°. Same for the random scale, which is now at 60%





You can also change the lighting, apply some special effects (lens flare, soft shadows, etc..) add some clouds to create your dreamed island !

Some remarks about the Surface Replicator:

  • You can use several type of trees for the replicator. If you want to add another type of trees, create a new one, resize it, and drag it in the replicator line, as shown on the second part of this tutorial.
  • You can also create another surface replicator, which replicate another object, on this same surface. you can add rocks, grass or what you want!
  • In this tutorial, the replicator shader has been made roughly. but this technic is a really fast one and give good results. You can also export the terrain shader from the terrain editor and use your shader levels.
  • remember that Carrara is really sensitive to the black and white shader values. Avoid any other colors.
  • For a lot more realism, use the Clustering option of the Replicator. It's a little bit harder to use, but give nicer results.
  • Don't forget to give a minimum distance between copies in the replicator. It can be really usefull!
Now, it's time for you to create your own dreaming island!




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Old 29th October 2005, 09:03   #6 (permalink)
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A special thanks to Ringo, who corrected my bad english!
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Old 30th October 2005, 18:40   #7 (permalink)
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Good work! As soon as I will be able to buy the educational version I will try to do this.
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Old 13th November 2005, 17:30   #8 (permalink)
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Educational Versions?

There are educational versions? *Looks hopeful* Any guidance on how to apply?
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Old 14th November 2005, 19:05   #9 (permalink)
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The educational will be available when Carrara 5 will be shipped
(offtopic)
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Old 3rd December 2005, 22:53   #10 (permalink)
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Hi Thomas,

I just went through this tutorial, very nice. Question - did you create the lens flare effect in C5, or in post (Photoshop)? If in C5, how?

Also, how do you get such nice textures in the Assembly room? Mine are much less detailed. I played around with the interactive renderer settings, but couldn't achieve your level of detail. Can you share your settings (screen cap perhaps)?

Many thanks-
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Old 4th December 2005, 00:14   #11 (permalink)
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I did the lensflare effect with Carrara (a lot more parameters that the filter in Photoshop). I set up a spot and added the lensflare.

For the assembly room, I display it in OpenGL, and set the textures to 512. I didn't change anything else. But take care, sometimes, the map may e long to load.. and then, display...
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Old 29th December 2005, 13:38   #12 (permalink)
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This was just what I was looking for.
I tried to boolean the water from the terrain to avoid getting trees in the water.
Coudn't think of your solution. Great.

Thanks: Joppe
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Old 10th January 2006, 11:23   #13 (permalink)
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Warning Hello Thomas

I was just playing with this wonderful tool and my question would be: is there any way of offseting instances, or is there a way of changing center point of original so half of the objects (trees) are not going to be in the ground, which happens when I play with it (I actually used spheres instead of the trees)...

Nice tutorial, by the way !
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Old 10th January 2006, 13:11   #14 (permalink)
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Smile

Quote:
Originally Posted by LoneGunman
I was just playing with this wonderful tool and my question would be: is there any way of offseting instances, or is there a way of changing center point of original so half of the objects (trees) are not going to be in the ground, which happens when I play with it (I actually used spheres instead of the trees)...

Nice tutorial, by the way !
Hi, this is very simple. If you push the tab key you can change location of the hotpoint with your pointer and your trees wont fall into the ground.

Have fun: Joppe
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Old 10th January 2006, 21:11   #15 (permalink)
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Thanks, Joppe, that did not work that good, cuz my object (spheres) had random rotation around all 3 axes, so some of them were fine, some not, I kind of did workaround and applied Offset modifier to my surface and that made it wright, but my problem still remains if I choose random scaling....

So this is a problem in general (better explained):

What to do if I have a terrain (or ny other surface) and my instances are randomly scaled (and for that matter rotated as well) ???
How I make them all perfectly laying on my surface ?
Or, do I have to convert them all to real instances (which would suck a lot) and do manual positioning of every each of them ?
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Old 10th January 2006, 21:15   #16 (permalink)
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Use two surface. On hidden as dupplication support and an other, visible, for the render, a little lower in 3D space.
take a look at my tutorial for particles, it's a little bit the same.
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Old 10th January 2006, 21:46   #17 (permalink)
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BTW, here is the my test render...

Hey, Thomas, I already did that, and it works fine if the soccer balls (spheres) are the same size, but not so good if their size is random...

I guess I'm gonna have to convert them to real objects then, and place them manually on the surface

Thanks for the help !

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Old 6th April 2006, 20:42   #18 (permalink)
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Hi
I`m reading this tutorial and i have a question:

how to move camera to reach your view point and scale objects? Im a beginner, befor i tryed few other 3d applications but Carrara has different interface, maybe i`m doing something wrong but scaling and moving is much complicated then in other apps
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Old 7th June 2006, 06:34   #19 (permalink)
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The tutorial is great, but I can't complete it because I don't understand how to do the screen capture you speak of. I have a PC, and I don't understand when you said to use printscreen for pc users to copy the image and edit in image editor. Is that a feature of cararra?
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Old 7th June 2006, 12:26   #20 (permalink)
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http://img118.imageshack.us/img118/3269/18fy3.jpg

=)
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