Wow, Selina you are really showing what Luxrender can accomplish. Nice competition for Octane. Render times for caustics, indirect light, etc. can get high even without render plugins.
I don't have any of the render plugins... I just stick to Carrara's native renderer but good to see others being used and the impressive results that are churned out
If you use a 3d painting app (I use Substance Painter, but it probably works with others), here something you can do to get that high res detail.
You'll need to make two versions of the prop - a "low res" one that's essentialy just the coin disc (this will be your production prop, that we're going to paint and apply normal maps to), and a "high res" one with all the detail you can think of - dots, writing, grooves on the edges, head & tail carvings, whatever. Go to town and don't spare the poly count!
Export both models as fbx or obj.
In Substance Painter, create a new project with the low res prop (select the OpenGL style of normal, not DirectX). Then when you bake your mesh maps, you can select your high res object, and it will be baked into the normal, AO, curvature etc maps. You can then simply export these maps to use in Carrara, or continue painting it in SP and use the PBR plugin to bring all the textures into Carrara.
It's a somewhat complex workflow, but I've just used this technique to make some super high res looking cliffs, and I think it's brilliant!
I've had Substance Painter for several weeks now and can't wait to try something similar. Always great info here. Thanks, Tim and Selina! I am now motivated to open my present to myself.
This is just an experiment using Caustics, not sure I have ever used it, and I wanted to try evilproducer's trick of using 3 lights, one full Red, one full Blue, and one full Green each set to 33% to create a rainbow effect. Caustics set to 50% Intensity with a Filter Size of 5%. Also using Global Illimination with Indirect light, all set to default values. The glass is modeled after one here at my house from a set graciously given to me by my mother when her mother passed. In real life it has a pattern etched around the top which is transparent. I tried using a texture map in the transparency channel, but it looked 100% awful, so I need a different approach. All textures were drag and drop from Carrara's native content.
Actually,.. i simulated the this in houdini as a finite element (FEM) (kind of like a softbody and a volume which can flex like organic tissue and fracture into bit's)
and exported as OBJ , then imported that OBJ sequence into carrara
Very impressive caustics, DesertDude. Nice detail on the glasswork. Would take me forever to render something like that.
Very cool, 3DAge. Was this for an animation? Just curious about the sequenced objs. Either way, you need to take that "how to train your dragon" course.
just experimenting with houdini, seeing what works and what doesn't,. the sequenced object test was the only way out from houdini apprentice,. to carrrara
the dragon was dropped and fractured about a week after the sphere,. which i did for a different test thing,. and i decided to put them together in carrara.
in hindsight i should have made a new scene with both objects being fractured to get some interaction.
this is a compilation of different objects, (and a vdb) from a few little test scenes in houdini,. imported in to carrara and rendered,.
all the objects are simulated "finite elements" in houdini apprentice.
All of the objects were originally made in carrara.
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Wow, Selina you are really showing what Luxrender can accomplish. Nice competition for Octane. Render times for caustics, indirect light, etc. can get high even without render plugins.
+1 @diomede
I don't have any of the render plugins... I just stick to Carrara's native renderer but good to see others being used and the impressive results that are churned out
love Carrara's render engine too, dream of a more powerful computer to use it more
Octane and a Nvidia card was just cheaper in the meantime
Scaling it back a little. Here is a treasure of dull metal. Very precious at the time.
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If you use a 3d painting app (I use Substance Painter, but it probably works with others), here something you can do to get that high res detail.
You'll need to make two versions of the prop - a "low res" one that's essentialy just the coin disc (this will be your production prop, that we're going to paint and apply normal maps to), and a "high res" one with all the detail you can think of - dots, writing, grooves on the edges, head & tail carvings, whatever. Go to town and don't spare the poly count!
Export both models as fbx or obj.
In Substance Painter, create a new project with the low res prop (select the OpenGL style of normal, not DirectX). Then when you bake your mesh maps, you can select your high res object, and it will be baked into the normal, AO, curvature etc maps. You can then simply export these maps to use in Carrara, or continue painting it in SP and use the PBR plugin to bring all the textures into Carrara.
It's a somewhat complex workflow, but I've just used this technique to make some super high res looking cliffs, and I think it's brilliant!
.
I've had Substance Painter for several weeks now and can't wait to try something similar. Always great info here. Thanks, Tim and Selina! I am now motivated to open my present to myself.
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These are all beautiful works everyone!
This is just an experiment using Caustics, not sure I have ever used it, and I wanted to try evilproducer's trick of using 3 lights, one full Red, one full Blue, and one full Green each set to 33% to create a rainbow effect. Caustics set to 50% Intensity with a Filter Size of 5%. Also using Global Illimination with Indirect light, all set to default values. The glass is modeled after one here at my house from a set graciously given to me by my mother when her mother passed. In real life it has a pattern etched around the top which is transparent. I tried using a texture map in the transparency channel, but it looked 100% awful, so I need a different approach. All textures were drag and drop from Carrara's native content.
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+1
Thank you
@Selina and @Bunyip02 - evilproducer has mentioned the technique serveral times, I could never have come up with it myself.
a couple of quickies
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the floor did it,. ...wasn't me
Actually,.. i simulated the this in houdini as a finite element (FEM) (kind of like a softbody and a volume which can flex like organic tissue and fracture into bit's)
and exported as OBJ , then imported that OBJ sequence into carrara
Very impressive caustics, DesertDude. Nice detail on the glasswork. Would take me forever to render something like that.
Very cool, 3DAge. Was this for an animation? Just curious about the sequenced objs. Either way, you need to take that "how to train your dragon" course.
Hi Diomede :)
just experimenting with houdini, seeing what works and what doesn't,. the sequenced object test was the only way out from houdini apprentice,. to carrrara
the dragon was dropped and fractured about a week after the sphere,. which i did for a different test thing,. and i decided to put them together in carrara.
in hindsight i should have made a new scene with both objects being fractured to get some interaction.
this is a compilation of different objects, (and a vdb) from a few little test scenes in houdini,. imported in to carrara and rendered,.
all the objects are simulated "finite elements" in houdini apprentice.
All of the objects were originally made in carrara.
.
oh no.... poor friggin Nemo! ... shattered
There's a lady that's sure
All that glitters is gold
Nemo never seems to get lucky,. :)
and she's buying a starfish ,..... to help her :)
and she buy bu uy uying a starfish to heav venn
and she's buying a starfish from devon,. if you play it backwards, :)
if there's a bustle in your reef don't be afraid now
its just a Spongebob for the square pants
Glitterati
entry thread created https://www.daz3d.com/forums/discussion/264456