CARRARA CHALLENGE 46: Get your Retro on

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  • Bunyip02Bunyip02 Posts: 3,066
    edited April 16

    Mini-Tutorials 7. Shader - Terrain Textures & Triplanar

    New Plugin - triplanar-mapping: https://www.daz3d.com/forums/discussion/166396/new-plugin/p1


    1. In the Color - Texture Map slot
    2. Click on Triplanar
    3. Click on the Transform tab
    4. Tick Enable Transform
    5. Adjust Overall scale
    6. May require a few test renders

     

    Shaders Mini-Tutorials - Triplanar_1.png
    2267 x 1039 - 4M
    Shaders Mini-Tutorials - Triplanar_1b.png
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    Shaders Mini-Tutorials - Triplanar_1c.png
    2265 x 1044 - 4M
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 3,066
    edited April 17

    Mini-Tutorials 8. Shader - SciFi Panels - Shader Panels & Veloute Tools

    NOTE: Requires Inagoni's Velouete 2


    1. In the Color - Texture Map slot
    2. Scroll down to Operators
    3. Click on Mixer
    4. In the Source 2 slot
    5. Scroll down to Pattern Functions
    6. Click on Squares
    7. In the Blender slot
    8. Scroll down to Velouete Tools
    9. Click on 3D Random Map
    10. Click on Rectangular Vibe
    11. Click on 3D Transform tab
    12. Adjust Global Scale

    Shaders Mini-Tutorials - SciFi Panels_1.png
    2262 x 1039 - 2M
    Shaders Mini-Tutorials - SciFi Panels_1b.png
    2645 x 955 - 633K
    Shaders Mini-Tutorials - SciFi Panels_1c.png
    1764 x 956 - 419K
    Post edited by Bunyip02 on
  • HeadwaxHeadwax Posts: 7,757

    image

     

    Hilarious!  So clever, and the textures are just fabulous.

    thanks Ub et Bunyip :)

     

     

  • HeadwaxHeadwax Posts: 7,757

    Mini-Tutorials 8. Shader - SciFi Panels - Shader Panels & Veloute Tools

    NOTE: Requires Inagoni's Velouete 2

     

     


    1. In the Color - Texture Map slot
    2. Scroll down to Operators
    3. Click on Mixer
    4. In the Source 2 slot
    5. Scroll down to Pattern Functions
    6. Click on Squares
    7. In the Blender slot
    8. Scroll down to Velouete Tools
    9. Click on 3D Random Map
    10. Click on Rectangular Vibe
    11. Click on 3D Transform tab
    12. Adjust Global Scale

    wow thanks just what I was looking for!

    sorry there isnt much response to this challenge yet - great idea, not sure why people are so quiet

     

  • Bunyip02Bunyip02 Posts: 3,066

    Mini-Tutorials 8. Shader - SciFi Panels - Shader Panels & Veloute Tools

    NOTE: Requires Inagoni's Velouete 2

     

     


    1. In the Color - Texture Map slot
    2. Scroll down to Operators
    3. Click on Mixer
    4. In the Source 2 slot
    5. Scroll down to Pattern Functions
    6. Click on Squares
    7. In the Blender slot
    8. Scroll down to Velouete Tools
    9. Click on 3D Random Map
    10. Click on Rectangular Vibe
    11. Click on 3D Transform tab
    12. Adjust Global Scale

    wow thanks just what I was looking for!

    sorry there isnt much response to this challenge yet - great idea, not sure why people are so quiet

     

    You're welcome !!

    Was hoping for more people to chip in with ideas/workflows, there are areas I have not looked at myself so it would have been nice for more variety, still more time to go. Anyway the thread will be useful as a Shader Resource Wiki, which will also be helpful for newbies or those looking to broaden their knowledge !!!

  • HeadwaxHeadwax Posts: 7,757

    thumbs up!

  • Bunyip02Bunyip02 Posts: 3,066

    There's also a couple more tutes on Sci-Fi panels coming up, so watch out for them if you are chasing ideas !

  • HeadwaxHeadwax Posts: 7,757

    thanks!! maybe put the resulting textures in displacement channel?

  • HeadwaxHeadwax Posts: 7,757
    edited April 17

    Here's a play with your tut .

    I made a texture using your tut and put it on a plane .

    I exported the texture with Baker at 4096 pixels (see image attached). I could have used Carrara's native export obj and converted the procedurals to a texture - but that only goes to 2048 pixels

    I then bought the texture in and used it as a diplscament texture in the shader room. And also in the colour channel.

    I inverted the same shader and used that in the glow channel.

    Please find car file attached disguised as a zip file. Woeks pretty good thanks for the tut Bunyip!

     

    Small version of the texture (big version in Zip file)

     

     

    resulting render

     

     

    displcament settings as per attached car file

     

     

     

    zip
    zip
    randomsquarescity.zip
    4M
    PlaneDiffusesmaller.jpg
    2000 x 2000 - 1M
    Untitled-4.jpg
    2000 x 1283 - 2M
    Untitled-5.jpg
    1572 x 1161 - 542K
    Post edited by Headwax on
  • Bunyip02Bunyip02 Posts: 3,066

    Here's a play with your tut .

    I made a texture using your tut and put it on a plane .

    I exported the texture with Baker at 4096 pixels (see image attached). I could have used Carrara's native export obj and converted the procedurals to a texture - but that only goes to 2048 pixels

    I then bought the texture in and used it as a diplscament texture in the shader room. And also in the colour channel.

    I inverted the same shader and used that in the glow channel.

    Please find car file attached disguised as a zip file. Woeks pretty good thanks for the tut Bunyip!

     

    Small version of the texture (big version in Zip file)

     

     

    resulting render

     

     

    displcament settings as per attached car file

     

     

     

    Excellent result, looking great !!!

    I experiment putting different textures in the Color/Bump/Glow/Displacement slots/channels as well, can get some awesome effects happening !

  • MystarraMystarra Posts: 32,337

    Here's a play with your tut .

    I made a texture using your tut and put it on a plane .

    I exported the texture with Baker at 4096 pixels (see image attached). I could have used Carrara's native export obj and converted the procedurals to a texture - but that only goes to 2048 pixels

    I then bought the texture in and used it as a diplscament texture in the shader room. And also in the colour channel.

    I inverted the same shader and used that in the glow channel.

    Please find car file attached disguised as a zip file. Woeks pretty good thanks for the tut Bunyip!

     

    Small version of the texture (big version in Zip file)

     

     

    resulting render

     

     

    displcament settings as per attached car file

     

     

     

    Excellent result, looking great !!!

    I experiment putting different textures in the Color/Bump/Glow/Displacement slots/channels as well, can get some awesome effects happening !

     

    woww. ultimate greebles!

  • DiomedeDiomede Posts: 9,781

    Love the greebles!

     

    Here is a quick work flow for a stage similar to the old Sonny and Cher show.  Differences include no receding spheres. The colors of the spheres varied from show to show and performance to performance.

    aa36 test render stage.jpg
    640 x 480 - 73K
    sonny cher stage.JPG
    463 x 379 - 32K
  • DiomedeDiomede Posts: 9,781
    edited April 17

    I inserted a simple vertex sphere.  

    I adjusted the UVMap so that the front half of the sphere was centered in the map.  he back half is reduced in size and off to a corner.

    I created a morph for the sphere to flatten the front face a little.

    I used the logo for the Sonny and Cher Show in an image editor to create a map to use as a mixer in the diffuse and glow channels.

    For no reason, I also created a blurred radial image to drive a gradient for the sphere in my image editor.

    For the sphere shader, I put a mixer in the diffuse color channel. I put black in the first slot.  I put a yellow/orange gradient in the second slot.

    I chose my radial blur to control the yellow/orange gradient.

    I placed my logo map in the mixer blender.

    I used the replicator to create the sides of the Sonny and Cher sets.

    I placed a plane with tiles in the bump channel and some reflection.

    Performers to be added later.

     

    aa10 use rotate tool until top center is top and centered on center of map.JPG
    1914 x 986 - 169K
    aa32 flatten the area want flattened.JPG
    1815 x 872 - 171K
    aa16 align logo with uvmap.JPG
    1914 x 754 - 115K
    aa21 blur the outline for the face.JPG
    1490 x 760 - 54K
    aa36 test render stage.jpg
    640 x 480 - 73K
    Post edited by Diomede on
  • Bunyip02Bunyip02 Posts: 3,066
    edited April 18

    I inserted a simple vertex sphere.  

    I adjusted the UVMap so that the front half of the sphere was centered in the map.  he back half is reduced in size and off to a corner.

    I created a morph for the sphere to flatten the front face a little.

    I used the logo for the Sonny and Cher Show in an image editor to create a map to use as a mixer in the diffuse and glow channels.

    For no reason, I also created a blurred radial image to drive a gradient for the sphere in my image editor.

    For the sphere shader, I put a mixer in the diffuse color channel. I put black in the first slot.  I put a yellow/orange gradient in the second slot.

    I chose my radial blur to control the yellow/orange gradient.

    I placed my logo map in the mixer blender.

    I used the replicator to create the sides of the Sonny and Cher sets.

    I placed a plane with tiles in the bump channel and some reflection.

    Performers to be added later.

     

    "I got you Babe" - looking great !

    Post edited by Bunyip02 on
  • DiomedeDiomede Posts: 9,781
    edited April 18

    Folks looking for some inspiration?  How about (click to play compilation)

    Post edited by Diomede on
  • Bunyip02Bunyip02 Posts: 3,066
    edited April 18

    Mini-Tutorials 9. Shader - SciFi Panels 2 - Shader Panels & Veloute Tools & Super Mixer

    NOTE: Requires Inagoni's Velouete 2

    1. Double click the Shader required to open in Texture room
    2. In the Color Slot
    3. Scroll down to Shoestring Shaders
    4. Click on Super Mixer
    5. Shaders 1 to 5 change sliders to 0 - 100
    6. In Mix Shader - Texture Map
    7. Copy Texture Map from (right click mouse button)
    8. In Shader 1
    9. Paste Texture Map (right click mouse button)
    10. Shader 2
    11. Scroll down to Pattern Functions
    12. Click on Squares
    13. Adjust settings
    14. Shader 3, scroll down to Operators, click on Multiply
    15. In Source 1
    16. Scroll down to Velouete Tools
    17. Click on 3D Random Map
    18. Click on Rectangular Vibe
    19. Click on 3D Transform tab
    20. Adjust Global Scale
    21. Source 2
    22. Scroll down to Value (0-100%)
    23. Adjust setting
    24. Shader 4, scroll down to Operators, click on Multiply
    25. In Source 1, repeat steps 16 & 17
    26. Click on Circuits
    27. Click on 3D Transform tab
    28. Adjust Global Scale
    29. Source 2
    30. Scroll down to Value (0-100%)
    31. Adjust setting
    32. Shader 5, scroll down to Operators, click on Multiply
    33. Source 1, scroll down to Natural Functions, click on Cellular
    34. Adjust Intensity
    35. Adjust Scale
    36. Source 2, scroll down to Color
    37. Click in the Color box
    38. Click in Color Picker to choose color
    Extra Note: Use Headwax's method to get a greeble

    Shaders Mini-Tutorials - SciFi Panels_2.png
    2265 x 1037 - 1M
    Shaders Mini-Tutorials - SciFi Panels_2b.png
    3103 x 952 - 649K
    Shaders Mini-Tutorials - SciFi Panels_2c.png
    2338 x 946 - 1M
    Shaders Mini-Tutorials - SciFi Panels_2d.png
    2315 x 956 - 595K
    Shaders Mini-Tutorials - SciFi Panels_2e.png
    2320 x 953 - 374K
    Post edited by Bunyip02 on
  • HeadwaxHeadwax Posts: 7,757

    Folks looking for some inspiration?  How about (click to play compilation)

    hey I am inspired, nevere knew those 60's tv women were so attractive !!!

     

  • HeadwaxHeadwax Posts: 7,757

    Folks looking for some inspiration?  How about (click to play compilation)

    hey I am inspired, nevere knew those 60's tv women were so attractive !!!

     

  • HeadwaxHeadwax Posts: 7,757

    Love the greebles!

     

    Here is a quick work flow for a stage similar to the old Sonny and Cher show.  Differences include no receding spheres. The colors of the spheres varied from show to show and performance to performance.

    wow that's a blast from a past I don't even remember :)

    nice approach !

     

  • HeadwaxHeadwax Posts: 7,757
    edited April 18

    Thanks for that last tut Bunyipo2 - great tp see supermixer being used and thanks for a great tut

    here's what I came up with using your tut - I used two different texture maps for the first two shaders and made white invisable in the top shader so the one below it would show

    couldn't get much sense out of the 'blend shader' though.

    used textures from Jewells of Architecture - used to be available here at daz (maybe still is)

     

    Untitled-1.jpg
    1998 x 1201 - 1M
    Post edited by Headwax on
  • StezzaKararaStezzaKarara Posts: 4,887
    edited April 19

    I modelled a retro GymBoot for this one... similar to the ones back in the 60's

    without shoelaces.... for Leon smiley

    Title - Jackie Paper

    JimmiesWiP.png
    900 x 900 - 248K
    Jacky Paper.png
    900 x 563 - 888K
    Post edited by StezzaKarara on
  • Bunyip02Bunyip02 Posts: 3,066

    Thanks for that last tut Bunyipo2 - great tp see supermixer being used and thanks for a great tut

    here's what I came up with using your tut - I used two different texture maps for the first two shaders and made white invisable in the top shader so the one below it would show

    couldn't get much sense out of the 'blend shader' though.

    used textures from Jewells of Architecture - used to be available here at daz (maybe still is)

     

    SuperMixer is well worth using, although the "blend shader" has still got me scratching my head. Glad the tutes are getting some use !

  • Bunyip02Bunyip02 Posts: 3,066

    I modelled a retro GymBoot for this one... similar to the ones back in the 60's

    without shoelaces.... for Leon smiley

    Title - Jackie Paper

    Looking great - love the boots !!!

  • Bunyip02Bunyip02 Posts: 3,066
    edited April 19

    Mini-Tutorials 10. Shader - SciFi Panels 3 - Shader Panels & Enhance C

    Note: will require Enhance:C

    1. Double click the Shader required to open in Texture room
    2. Top Shader
    3. Scroll down to Complex Shaders
    4. Click on Multi Channel Mixer
    5. In the Source 1 - Color - Texture Map slot I want to use Mixer
    6. Scroll down the list to Operators
    7. Click on Mixer
    8. Leave Source 1 as the Texture Map, in Source 2, scroll down the list to Color
    9. Click in the Color Box
    10. In Color Picker select color
    11. In the Blender slot
    12. Scroll down to Enhance:C
    13. Click on Enhance:C Organic 1
    14. In the Function box click on Wires
    15. Click on the Transform tab
    16. Adjust Overall Scale
    17. Source 2, scroll down to Multi Channel
    18. Color slot, scroll down to Operator, click on Mixer
    19. Copy Texture Map from Source 1 - Source 1 and paste Texture Map at Source 2 - Source 1 (right click mouse button)
    20. Source 2, scroll down to Color
    21. Click in the Color Box
    22. In Color Picker select color
    23. In the Blender slot
    24. Scroll down to Pattern Functions
    25. Click on Squares
    26. Adjust settings
    Note - will require test renders and fine tuning the settings to get it looking right

    Shaders Mini-Tutorials - SciFi Panels_3.png
    2262 x 1039 - 1M
    Shaders Mini-Tutorials - SciFi Panels_3b.png
    3196 x 940 - 688K
    Shaders Mini-Tutorials - SciFi Panels_3c.png
    3202 x 942 - 697K
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 3,066
    edited April 19

    Baa Baa Black Sheep (Black Sheep Squadron) https://www.imdb.com/title/tt0073961/

    Used a sand coloured texture from cc0textures. Post work to fix trouser leg and patch on the ground texture using the clone brush.

    Edit: just noticed a strap on the harness/life vest that needs attention as well !

     

    BaaBaa Blacksheep1b.png
    1600 x 1200 - 4M
    BaaBaa Blacksheep1 Carrara.png
    3119 x 1039 - 2M
    Post edited by Bunyip02 on
  • wscottartwscottart Posts: 302

    I got a feeling I will be visiting this threads for years to come, so many great tips. I wish that triplanar had been an original feature in Carrara from the beginning way back in Raydream. I

  • MystarraMystarra Posts: 32,337

    would david 3 be considered retro?

  • VyusurVyusur Posts: 1,579
    edited April 19
    Mystarra said:

    would david 3 be considered retro?

    I think, David 5 also could count as retro.

     

    Post edited by Vyusur on
  • OnlyLuvsCatzOnlyLuvsCatz Posts: 22,305
    Vyusur said:
    Mystarra said:

    would david 3 be considered retro?

    I think, David 5 also could count as retro.

     

     

    David 5 was the end of the line crying

    only thing sadder is poor Hiro watching Aiko hanging out with all the new rigged guys

  • MystarraMystarra Posts: 32,337
    Vyusur said:
    Mystarra said:

    would david 3 be considered retro?

    I think, David 5 also could count as retro.

     

     

    David 5 was the end of the line crying

    only thing sadder is poor Hiro watching Aiko hanging out with all the new rigged guys

    rigged pro guys, with vascular maps?

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