Setting up a 300ft empty scene preset?
Mistara
Posts: 38,675
30ft too smal. 3000ft too big.
i can see where the batting cage can be customized.
camera and other stuff needs to be preset scaled? nudging? altitudes for the sky haze.
camera speed, rendering precision
was wondering there are steps to follow to create a new preset?
struggling to make an Arizonian looking terrain and sky scene for the Old West mercantile, Undertakers.
scrap-newscenepreset.JPG
418 x 280 - 27K
Comments
can see where to edit the batting cage.
View, Grid
i set the grid to 300ft.
moving things with the manipulators, doesn't want to move. when it finally does move it jerks and moves in long jumps
Turn off "Snap to Grid" :)
really? thanks :D
cookies for yoo
i saw a setting for camera nudging, was so tired might have dreamt it.
under scene, ui, --
is it possible to add parameter sliders for rotates and translates and scale to a model?
when i'm too tired hours into a rara session marathon (rarathon?), i can't see the teeeny wittee arrow buttons on the motion tab
open door / windows parameters, besides root, would help too.
when i nod off after not being able to open a door, does strange things to my dreams.
thanks!!!!!!!
studying the red-desert landscape2 preset. to figure out how to optimize it for a 300ft scene.
the preset loads with 1 sunlight. i always thought a sunlight needed the sky render setting checked, but it renders fine without it.
doh. i thought the sky had render setting had to be on for sun/moon type lights?
The sun light and moon lights are basically glorified distance lights. The lights are closely linked to the RSE (Realistic Sky Editor). The advantage of using the sunlight with the RSE is that the color of the light will be governed by the position of the sun in the sky. Another advantage is that source of light is tied to the sun's disk in the sky. Adding one of the sunlight lens flare presets to the Sunlight illustrates this quite well. The drawback is that you have a bit less control over the light's settings than a normal distance light.
The Skylight option in the Render room allows you to use the realistic sky as a light source, or an HDRI, other image formats, color or color gradient. Many times it is beneficial to use a light, such as a sunlight in conjunction with a realistic sky, and skylight for more realistic outdoor lighting. Since I'm getting light from the sky or an image or HDRI in the scene's background, I usually lower the intensity of the sunlight to avoid washing out the image, although if you use gamma correction that may not be as much of an issue.
thanks.
gonna have a go at the terrain editor today.
cant get my brain adjust to y,z switch.
dont need 300ft high cage. brontosaur height. :) oh, i know, scaled to fit the victorian street front. 2 rows of shoppes.
can i add a parameter to parameter tab within carrara?
dont want to have to switch to poser for it >.<
I just posted some links to terrain nd replicator resources in another thread, but I see that there is some nterest here as well.
Dartanbeck has a forum thread on terrain modeling. See http://www.daz3d.com/forums/discussion/37867/
MMoir’s and Dartanbeck’s landscapes and MMoir’s grass replicator pack could be treated as mini tutorials if you take them apart and explore the settings.
See http://www.daz3d.com/mmoir and http://www.daz3d.com/dartanbeck
PhilW’s tutorial series with Infinite Skills includes sections on terrain modeling and replicators.
Cripeman tutorials on terrains
http://www.youtube.com/watch?v=_UVBRXnHOZA and http://www.youtube.com/watch?v=yZ236C6vu-g
Cripeman tutorial on replicators
http://www.youtube.com/watch?v=TXthnav9rUc
Tutorial created by: Johannes Rosenberg (Cajomi) A master at lanscape creation (downloads as pdf)
http://www.polyloop.net/attachment.php?attachmentid=24975.
Thread on Landscapes in Carrara
http://www.daz3d.com/forums/discussion/28368/
Thread on using Carrara terrains and replicators to create oceans
http://www.daz3d.com/forums/discussion/28506/
Thread on replicators methods, tips, and tricks
http://www.daz3d.com/forums/discussion/38177/
Thanks.
would like to learn how to reduce the polycount
i enjoy cripeman's teaching style. not too fast, find it easier to follow.
experimenting today.
trying out the yellow desert. there some kind of invisible plane making a blurry distance on half the terrain.
tried using an infinite plane to make it flat in the middle, but the shader doesn't look the same. i think the altitude has something to do with the way the shader looks. see a brush in editor, wanted to make a section flat to fit the 300 ft center area
experimenting to see the difference tween inherit scaling and propagate scaling.
trying out the metaball water drops. nifty thing can set the particles to start before the first frame.
looking for a way to elongate the drops a bit to look more rainish.
found another feature request idea - where it says render current frame, would be nice to select the frame to render. kept forgetting to set my frame back to 0 for waterdrop adjustments. rewind button wasn't going back to first frame
can the metaball waterdrops mash against the surface they hit?
You can apply a softbody physics modifier to metaball objects. Remember three places to adjust physics. 1) Object modifier tab for softbody settings 2) Object effects tab for things like density 3) Scene physics tab for overall settings.
tee hee hee softbody pillow fight fluffs
can it pile up? i see in the demo particles swirling in increase density.
or can replicte pile stuff like a pile of coffee beans or feathers?
he/she has 2 particle emitters parented to the cube :D
http://www.markusrothkranz.com/carrara_3d/carrara_physicsb.html
It's not rain, but this is metaballs coming from an emitter parented to the bottle. The metaballs interact with the walls, floor, window sill etc.
cans bake the terrain texture to stay with terrain conversion to vertex or obj?
was thinking the glass shaders look better on the waterdrops ...
You're probably right. That render was done for a time-limited competition, so I didn't spend as much time on the shaders as I could have.
playing with the idea of an omnidirectional light from a bulb or distant light.
thought if maybe it didn't cast shadows and didn't fall off might do the trick.
nope. lol
was hoping to make a base level light, so that everything in the scene would have an even minimum of like 10 % light.
importing a poser light brings in the shadow cams
2 of em
ahzo. Thanks.
Thank yoo soo much EP.
oscar mike gulf - the awesome
got the power - dunh ... dun dun duhn
poppa oscar whisky echo romeo
oohhh look at these options open up for non-photo realistic renders.
can line up the hotpoints in a camera with a moonlight light?
so that the camera always has the moon in front of it?
The best option for this is Fenrics ERC (Daz store). You can drop a slider under the Modifier tab and hook it up to anything that can be keyframed (which is pretty much everything).