Progress report ... Lights! I found zee light switch. [at least for some of them, sunshine didn’t do a thing but I do recall reading somewhere that the size had to be huge to get a soft shadow from it].
And with an item selected, I clicked on zee Paint Brush and received a rather intimidating notice ... something about editing masters or creating new ones which would then be applied to all future instances?!!!
Think I’ll leave shaders alone ‘til I’ve read some of those nice tutorials.
My new little mascot there, well, it doesn’t look like the one on the box [yet].
Anyway, here’s a quick render ... and it has “shadows”.
Think of the sunlight and distant light as nearly the same thing. The icon looks like a 3D arrow pointing in the direction the light is coming from. If your garage has a ceiling, the light can’t get through, which is why it didn’t appear to be working. If you had pulled your camera back out of the garage, then you have seen the effect of the sunlight on the exterior of the set.
Soft shadows don’t happen on any light unless you enable them in the light’s effects tab. The radius of the light is at a default of .08ft in a medium scaled scene. For a sunlight, you’d probably want to manually set it in the hundreds of feet. I usually start with a 100’ and do a test render to see if I need to go up or down with it. The reason they are off by default is that depending on the scene, it can take much longer to render. Shadow buffers are software short cut. They mimic soft shadows, but they have their limitations, such as not respecting alphas or transparencies.
The shaders aren’t 3D paint. 3D paint uses simple shaders. Check out this very recent thread that I started because I needed some answers. It will help demystify the process.
To modify a complex shader you would use the Texture room. The paint brush icon on the top right of your screen. You can also double click on a shader to edit it. Unless you’ve changed your preferences, if the shader is used by more than one instance, Carrara will ask if you wish to edit the Master, which will change the shader on everything that uses it, or if you want to create a new master, which when chosen, will only change it for the item you’re editing it on. The shading system is very powerful and can have a learning curve, but once you see how some things work, you’ll find all sorts of creative opportunities open up.
This example uses no image maps (pictures or illustrations that are mapped to the surface of the object) to generate the textures on the dam. The water does use a picture I painted in Photoshop for the foam streaks in the falls. The foam at the bottom of the dam is also built with without image maps. The same for the cattails and rushes.
Click thumbnail to see full-size image