material: metal with holes
mibit
Posts: 0
I can not carry a metal material with regular round holes. When I make all rendering is unlikely: the X-axis is not credible ... occur as overlapping and spacing of the holes changes so little credibility. The holes are a seamless image on the alpha channel. I tried to change many parameters, I tried to use the projection to divide the solid ... Can anyone help me?
I tried to attach the file but it is not allowed.
Comments
Please attached a JPG of the render image.
Ringo
The TILE shader actually makes nice round holes if you fiddle with the mortar and radius settings.
Yup, what Holly wrote, but she is so fast and I am slow. :)
This is using Holly's technique with a grid in modeler and a bend modifier to 360 degree bend.
well I never new that about the tile thingy, see what you learn eh ;)
now I won't have trouble making my little polka dot dresses any more
Assuming your metal needs some thickness like most metal I've seen.... :)
You might want to consider making an array of cylinders whose diameter is the same as the size of the holes you want...then Boolean them with the metal sheet. This is one of the very few times I'd opt for using booleans in modelling. It will give you a horrendously bad looking mesh after the boolean, but IF this is a rigid metal sheet that won't be deforming at all, you can do a very quick boolean, do a nice clean UV map, and get what you need really quickly and cleanly.
Personally I'd develop the metal sheet and array of cylinders, and do the boolean, all in Hex, then import to Carrara. Though there may be a nice way to do the modelling in Carrara, but I hate Carrara's modeller so I'm allergic to using it.... :)
Here's an image of a hunk of metal made in Hex. I also installed three chromular framises in the holes. Inside the holes is a separate shading domain.
nice work Joe, looks much better than the transmap I was thinking of
Boolean can be done in the assembly room of Carrara. It's a much improved version over the old Boolean in the Model room.
Just need two objects and the Boolean operator is under the Edit menu (towards the bottom).
tile is interesting. I have a profile in the shape of "L" with a thickness. On this standpoint, however using "tile" the result is not correct. I thought too the solution Boolean, but should not be so because the profile is very long ...
If the number of holes is the issue, you could use the replicator (not the surface replicator, the regular one) to create a matrix of cylinders, create the real instances from the replicator and use the resulting group to do the Boolean operation. I cannot test right now, but you may need to export/import the group as an obj.
Another method would be create a short section of your "L" cross section, just large enough for one hole. (or two holes if you have one on each leg of the L) Then boolean the hole into it, and use replicator to repeat that for the length you need. It might be more flexible that way, if you need L-bars of different lengths.
don't know if this is relevant with the tile procedural, but have you uveed your metal?
Nice job using the tile shader holly :D
procedurals are very powerful in carrara, I use them a lot, replacing image textures whenever possible. They seem to be very underused and underestimated.
Actually there's a really good case to be made to do just the opposite...use image textures in lieu of procedurals whenever possible. But I'm sure the fan club will jump all over me for suggesting it, so I won't.... :)
:) I try to do procedurals first.... They always look sharper! Carrara's shaders are BOSS!
:) I try to do procedurals first.... They always look sharper! Carrara's shaders are BOSS!
that's interesting!
any idea why?
I'm always using 4096 by 4096 pixels for the shaders but often the actual images that go into the texture aren't as crisp as I like. EG a pig's inner ear on a pig skin texture map.
Those darn pig ears are always flapping when I try to get them in the scanner...
It's worse trying to get their udders in.....
that's interesting!
any idea why?
I'm always using 4096 by 4096 pixels for the shaders but often the actual images that go into the texture aren't as crisp as I like. EG a pig's inner ear on a pig skin texture map.
Those darn pig ears are always flapping when I try to get them in the scanner...
It's worse trying to get their udders in.....
Because a procedural shader has "infinite" resolution. It is a mathematical construct that can be calculated for any arbitrary point in UV space. The trick, of course, is getting a shader set up with all the right pieces so that it looks right for what you want.
* (technically speaking it's not really infinite, since the floating point numbers it uses have a limited number of digits, but it is still better than a 1000000 x 1000000 pixel image.)
.. though sometimes I wish I could mip-map or blur a procedural.
You can blur a procedural with ShaderOps2; however, it does increase render time based on the amount of blur. The ShaderOps2 blur works well and I have used it to eliminate the moire effects when there is very fine repeating detail.