CARRARA CHALLENGE 46: Get your Retro on

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Comments

  • DiomedeDiomede Posts: 9,759

    Do The Sand Dance

     

    The retro inspiration is Walk Like an Egyptian.  "Do the sand dance" is a phrase from the second line of the song.

    The creation process was convoluted.  It started with some comments I read on skin shaders in the Commons.  People were expressing admiration for their favorite skin shaders.  I started to wonder if I could get more out of standard shaders by using better lighting techniques in Carrara.  After a week or two, I felt like I was getting good results with V4 and standard Lana Elite shaders.  You be the judge, as I took the result and applied it to the Egyptian theme above. 

    Since I didn't manipulate shaders very much in the foreground figure (other than the necklace and bikini), I needed to make a background that used more shader manipulation.  I started with 3 primitave cubes to simulate clay blocks.  To get a clay look, I added Nobiax's shader 12, which is a brushed metal panel, doubled the Specular map into the bump channel, and raised the bump to 250.  To get the lines a little wavier, I added a touch of Brushify from GMIC.

    All seven ladies in the background are V1, with all the color channel shaders changed to the Nobiax shader.  The idea was to give the illusion of a bias relief, with the figures looking like carved statues in the clay.  I could have sold the illusion more by doing postwork, but it was close enough for my tastes.  The foreground is supposed to be the focus anyway. :)

    The background was rendered separately, and reinserted into a backdrop.  The final render with V4 and the record LP at 3000 x 1885 took about two minutes. Pretty zippy.  No postwork.

    The weirdest thing about the whole process, is that I had never even heard the song until a few months ago!  (Misty posted a video)  I know that Diomede used it to title one of his renders in Challenge 31, but I didn't understand his reference.  What was I doing in 1987 when this song was #1?  The answer to that will take too long.  Hey, better late than never.  I really like the song, and I got to use several Egyptian hair and clothing products which were accumulating on the computer, and I learned about Egyptian headdresses.  Happy camper.

     

    Victoria never looked so good!  Great job.  I especially like the reliefs on the back wall.  We all have a lost year or two, so I wouldn't sweat not knowing the song.

     

  • UnifiedBrainUnifiedBrain Posts: 2,197

    Stezza, Bunyip, Diomede, thanks for the comments!

    Stezza, the lyrics in the last half of the song are pretty bizarre. :)

    Diomede, I didn't just lose a year or two.  In the past 30 years, I had never heard the song.  Stuff gets recycled and mentioned over various media, so never encountering it seems unusual to me. :)

  • VyusurVyusur Posts: 1,576

    Thank you, Ted!

  • VyusurVyusur Posts: 1,576

    Do The Sand Dance

    Hi UB! Great lighting and shading! Especially for Carrara render engine. BTW, erothics angel

     

  • UnifiedBrainUnifiedBrain Posts: 2,197

    Thanks Vyusur! smiley

  • Bunyip02Bunyip02 Posts: 3,061

    Art Studio thread on the Challenge is up and running:- https://www.daz3d.com/forums/discussion/322726/carrara-challenge-46-get-your-retro-on

  • StezzaKararaStezzaKarara Posts: 4,875
    edited April 22

    Back in the Day

    all items I modelled in Carrara - the brick phone, cassette tape & pencil from a previous challenge the notepad and player modelled today.

    Just used Carrara's shaders nothing special and used th etext tool for the notepad.

    Retro Stuff.png
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    Post edited by StezzaKarara on
  • Bunyip02Bunyip02 Posts: 3,061

    Back in the Day

    all items I modelled in Carrara - the brick phone, cassette tape & pencil from a previous challenge the notepad and player modelled today.

    Just used Carrara's shaders nothing special and used th etext tool for the notepad.

    Awesome !!! Also reminds me that I need to something about my cassettes and VHS tapes....

  • Bunyip02Bunyip02 Posts: 3,061
    edited April 22

    Mini-Tutorials 13. - SubSurface Scattering Plants

    Recommend that you watch the following video Tutes first:-
    Subsurface Scattering: http://carraracafe.com/tutorials/subsurface-scattering/
    SSS vs Glow Channel for Skin: http://carraracafe.com/tutorials/sss-vs-glow-channel-for-skin/

    Insert Plant into scene, rearrange light so it comes from behind the plant
    1. Double click the Shader required to open in Texture room
    2. In the Subsurface Scattering slot, click on SubSurface Scattering
    3. Tick the Enable Subsurface Scattering box
    4. Click on the Color box, then pick a color in the Color Picker
    5. Adjust settings, will require a few test renders to get it looking right (Note as this was an Alien plant I wanted it fairly translucent)
    6. Copy (right mouse button) the Subsurface Scattering slot, and paste (right mouse button) into the Tentacles & Pods Subsurface Scattering slots
    7. Want a darker color for the pods, so click in the color box, then pick a darker shade in the Color Picker

    Shaders Plant SSS -1.png
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    Shaders Plant SSS -1b.png
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    Shaders Plant SSS -1c.png
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    Post edited by Bunyip02 on
  • DiomedeDiomede Posts: 9,759

    Excellent modeling, Stezza.

    Thanks for another useful tutorial, Bunyip.

    UB, upon taking another look at your character's face, I am reminded of Gene Tierney, which is the highest compliment there is.  Purposeful?  Is that Victoria's straight mesh improved just with shaders? , some dial spun morphs?  a custom morph?  In any case, another masterful job.

    gene tierney.JPG
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  • Bunyip02Bunyip02 Posts: 3,061

    Excellent modeling, Stezza.

    Thanks for another useful tutorial, Bunyip.

    UB, upon taking another look at your character's face, I am reminded of Gene Tierney, which is the highest compliment there is.  Purposeful?  Is that Victoria's straight mesh improved just with shaders? , some dial spun morphs?  a custom morph?  In any case, another masterful job.

    Thanks, got a few more lined up. Was thinking after that of doing a shader disection of some of the freebie shaders, or shader reviews, or rehashing some of the already existing tutorials but with my methodology breakdown - any preferences/or ideas ?

  • UnifiedBrainUnifiedBrain Posts: 2,197
     

    UB, upon taking another look at your character's face, I am reminded of Gene Tierney, which is the highest compliment there is.  Purposeful?  Is that Victoria's straight mesh improved just with shaders? , some dial spun morphs?  a custom morph?  In any case, another masterful job.

    Sorry, I left out a bunch of product details.  Thanks for asking, as I tend to forget this stuff fast.  As it is, I had to go back and look at several items. :)

    The head is from the Bianca character, which I understand is a very popular morph for V4.  Did not use the body.  Instead used standard V4 Utopian body morph and some other tweaks.  Skin was Lana.

    LP Record and needle came from Retro HiFi.  Various Egyptian outfits and props were from Pharaohs of the Sun for M3 and V4.  The V4 top is from Brazen, and retextured using Yellow Anodized Aluminum.

  • HeadwaxHeadwax Posts: 7,757

    Do The Sand Dance

     

    Hubba Hubba UB that's a wonderful render 

    Bunyip o2 thanks for another enlightening tut :) really appreciayte the gen8 refernce

     

    Vyusur said:

    I guess, it could qualify as retro.

    Like a dream Veronika :) a good dream at that

     

  • DiomedeDiomede Posts: 9,759
    edited April 23

    Thank you, Selinita and Stezza, for excellent help on my race track.  I have redone the racetrack model.  Same basic approach as above, but with more symmetry and smoother curves.  I have also taken a different approach to the UVMap.  I have straightened out the UV strips and aligned them so that a procedural shader will generate perpendicular lines across the track and around the sides.  Ultimately, I will be painting some of the track textures, but it will be nice to use a procedural shader for some dash patterns on one shader domain to give the sense of speed.  The UVs are not perfect, but much improved.

     

    SHADER DISCUSSION

    To get a combination of more frequent lighter colored lines that match up with less frequent darker colored lines, I used a mulichannel mxer.

    In the first channel, I mixed black and white in the color channel, blended with the tile pattern, and set one direction to 10 and the other to 0.  Noted the mortar percentage.

    In the second channel, I mixed red and white in the color channel, blended with a tile 4 times the first.  That means 40 in one direction and adjusted mortar by factor of 4.

    In the blender for the multchannel mixer, I set a low number so that the first channel dominated, which makes the black darker and the red lighter.  

    So, hopefully, it looks like the track has a pattern of 3 light red lines and then a dark red line, repeated around the track, including the curves.  

    Again, my plan is to only use a similar procedural mixer to create dashes for one shader domain, but this is the concept., Here are a couple of views of the track with the procedural pattern applied.

    ss01 new track model and uvmap.JPG
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    ss03 view 2 whole figure 8.jpg
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    ss04 shader mixer of two shaders with not evenly balanced.JPG
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    ss05 shader mix black and white tile set to 10.JPG
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    ss06 mixer 2 red and white tile set to 0 and note grout also 4 times.JPG
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    ss07 another view.jpg
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    ss08 another test render.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 9,759

    After I redo the toy car, I will try my hand at an animation on the track.  Want the track shaders to help give a sense of speed.

  • UnifiedBrainUnifiedBrain Posts: 2,197

    Thanks HW, appreciate the comment.

  • Bunyip02Bunyip02 Posts: 3,061

    After I redo the toy car, I will try my hand at an animation on the track.  Want the track shaders to help give a sense of speed.

    Progress on the track is looking great - love your dedication to your scenes !!!

  • Bunyip02Bunyip02 Posts: 3,061

    Mini-Tutorials 14. - Fake SubSurface Scattering & Glow & Aura Plants

    Insert Plant into scene
    1. Double click the Shader required to open in Texture room
    2. In the Color - Texture Map slot, copy the map (right mouse button)
    3. In the Glow slot, scroll down to Operators, click on Multiply
    4. In the Source 1 slot, paste the map (right mouse button)
    5. Adjust Brightness
    6. In Source 2, scroll down to Color
    7. Click in the Color Box
    8. Pick color in the Color Picker
    9. Repeat steps 2 to 8, step 12 copy from Source 2 in Stem shader and paste in Source 2 in Stem02 shader
    10. Repeat steps 2 to 8, step 5 leave Brightness at 100%, step 12 copy from Source 2 in Stem shader and paste in Source 2 in Pod shader
    11. Repeat steps 2 to 8, step 5 adjust Brightness to 50%, step 12 copy from Source 2 in Stem shader and paste in Source 2 in StemCaps shader
    13. In the Assemble Room, click on Effects tab
    14. In Aura tick Enable
    15. Click on Edit
    16. In Aura window adjust color
    17. Adjust Radius
    18. Adjust Intensity
    19. Click on Render button for a test render
    20. Click OK to finish

  • Bunyip02Bunyip02 Posts: 3,061
    edited April 23

    Teaser for Future Tutorial - Pimp it up ! https://www.daz3d.com/beo-ripper

    Post edited by Bunyip02 on
  • VyusurVyusur Posts: 1,576

    Andrew, thanks a lot!

  • chickenmanchickenman Posts: 1,139
    edited April 24

    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 !

     

    Funny I just bought season 1 a few months ago. Was thinking about trying a dogfight scene. If I find the time.

    Where did you get the flight suit ( the other store)?

    I also picked up all seasons of Rat Patrol.

    https://www.imdb.com/title/tt0060018/

    I may be able to do something from this one as well. I Have german uniforms Jeeps Motercycle and tanks.

    Post edited by chickenman on
  • Bunyip02Bunyip02 Posts: 3,061
    Vyusur said:

    Andrew, thanks a lot!

    Vyusur, how's your wonderful scene going - have you got a shader workflow you can share ?

  • Bunyip02Bunyip02 Posts: 3,061
    edited April 24

    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 !

     

    Funny I just bought season 1 a few months ago. Was thinking about trying a dogfight scene. If I find the time.

    Where did you get the flight suit ( the other store)?

    I also picked up all seasons of Rat Patrol.

    https://www.imdb.com/title/tt0060018/

    I may be able to do something from this one as well. I Have german uniforms Jeeps Motercycle and tanks.

    WW2 USAAF pilot pack by adh3d - Renderosity.

    It's for Apollo Maximus, I used XD4 (CrossDresser 4.0 Utility Suite -  EvilInnocence) to convert it to M4

    Hope you find time for an entry !!!

     

    F4U Corsair by Bazze - http://www.colacola.se/map_1.htm
    Willys MB Jeep Updated - https://www.renderosity.com/mod/freestuff/willys-mb-jeep-updated/56852
    USTentM1942 - WWII Tent City - https://www.sharecg.com/v/71091/browse/11/Poser/WWII-Tent-City

    Post edited by Bunyip02 on
  • HeadwaxHeadwax Posts: 7,757

    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 !

     

    Funny I just bought season 1 a few months ago. Was thinking about trying a dogfight scene. If I find the time.

    Where did you get the flight suit ( the other store)?

    I also picked up all seasons of Rat Patrol.

    https://www.imdb.com/title/tt0060018/

    I may be able to do something from this one as well. I Have german uniforms Jeeps Motercycle and tanks.

    WW2 USAAF pilot pack by adh3d - Renderosity.

    It's for Apollo Maximus, I used XD4 (CrossDresser 4.0 Utility Suite -  EvilInnocence) to convert it to M4

    Hope you find time for an entry !!!

     

    F4U Corsair by Bazze - http://www.colacola.se/map_1.htm
    Willys MB Jeep Updated - https://www.renderosity.com/mod/freestuff/willys-mb-jeep-updated/56852
    USTentM1942 - WWII Tent City - https://www.sharecg.com/v/71091/browse/11/Poser/WWII-Tent-City

    wow you are a wiki Bunip02!! I used to be a ww11 air force nutter - lucky I am cured :) still have a zillion books - one about the flying tigers written while the war was still on,

    nasty business

     

  • HeadwaxHeadwax Posts: 7,757

    After I redo the toy car, I will try my hand at an animation on the track.  Want the track shaders to help give a sense of speed.

    Progress on the track is looking great - love your dedication to your scenes !!!

    double that. that's a terrific setup, loved Scaletrix cars ! sorry I didn't mention the follow the terrain plugi - thought you would have heard of it - my bad

     

  • HeadwaxHeadwax Posts: 7,757

    Mini-Tutorials 14. - Fake SubSurface Scattering & Glow & Aura Plants

     

     

     

     

    Insert Plant into scene
    1. Double click the Shader required to open in Texture room
    2. In the Color - Texture Map slot, copy the map (right mouse button)
    3. In the Glow slot, scroll down to Operators, click on Multiply
    4. In the Source 1 slot, paste the map (right mouse button)
    5. Adjust Brightness
    6. In Source 2, scroll down to Color
    7. Click in the Color Box
    8. Pick color in the Color Picker
    9. Repeat steps 2 to 8, step 12 copy from Source 2 in Stem shader and paste in Source 2 in Stem02 shader
    10. Repeat steps 2 to 8, step 5 leave Brightness at 100%, step 12 copy from Source 2 in Stem shader and paste in Source 2 in Pod shader
    11. Repeat steps 2 to 8, step 5 adjust Brightness to 50%, step 12 copy from Source 2 in Stem shader and paste in Source 2 in StemCaps shader
    13. In the Assemble Room, click on Effects tab
    14. In Aura tick Enable
    15. Click on Edit
    16. In Aura window adjust color
    17. Adjust Radius
    18. Adjust Intensity
    19. Click on Render button for a test render
    20. Click OK to finish

    great effect, wonderful sense of subsurface 

     

  • Bunyip02Bunyip02 Posts: 3,061

    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 !

     

    Funny I just bought season 1 a few months ago. Was thinking about trying a dogfight scene. If I find the time.

    Where did you get the flight suit ( the other store)?

    I also picked up all seasons of Rat Patrol.

    https://www.imdb.com/title/tt0060018/

    I may be able to do something from this one as well. I Have german uniforms Jeeps Motercycle and tanks.

    WW2 USAAF pilot pack by adh3d - Renderosity.

    It's for Apollo Maximus, I used XD4 (CrossDresser 4.0 Utility Suite -  EvilInnocence) to convert it to M4

    Hope you find time for an entry !!!

     

    F4U Corsair by Bazze - http://www.colacola.se/map_1.htm
    Willys MB Jeep Updated - https://www.renderosity.com/mod/freestuff/willys-mb-jeep-updated/56852
    USTentM1942 - WWII Tent City - https://www.sharecg.com/v/71091/browse/11/Poser/WWII-Tent-City

    wow you are a wiki Bunip02!! I used to be a ww11 air force nutter - lucky I am cured :) still have a zillion books - one about the flying tigers written while the war was still on,

    nasty business

     

    I grew up with family friends who were veterans from WW2 to Vietnam, Infantry, Artillery, Tank Driver, and a tail gunner in an Avro Lancaster, always a sense of loss/hardship with them.

  • Bunyip02Bunyip02 Posts: 3,061

    Mini-Tutorials 14. - Fake SubSurface Scattering & Glow & Aura Plants

     

     

     

     

    Insert Plant into scene
    1. Double click the Shader required to open in Texture room
    2. In the Color - Texture Map slot, copy the map (right mouse button)
    3. In the Glow slot, scroll down to Operators, click on Multiply
    4. In the Source 1 slot, paste the map (right mouse button)
    5. Adjust Brightness
    6. In Source 2, scroll down to Color
    7. Click in the Color Box
    8. Pick color in the Color Picker
    9. Repeat steps 2 to 8, step 12 copy from Source 2 in Stem shader and paste in Source 2 in Stem02 shader
    10. Repeat steps 2 to 8, step 5 leave Brightness at 100%, step 12 copy from Source 2 in Stem shader and paste in Source 2 in Pod shader
    11. Repeat steps 2 to 8, step 5 adjust Brightness to 50%, step 12 copy from Source 2 in Stem shader and paste in Source 2 in StemCaps shader
    13. In the Assemble Room, click on Effects tab
    14. In Aura tick Enable
    15. Click on Edit
    16. In Aura window adjust color
    17. Adjust Radius
    18. Adjust Intensity
    19. Click on Render button for a test render
    20. Click OK to finish

    great effect, wonderful sense of subsurface 

     

    Can get some great effects with the shaders !

  • Bunyip02Bunyip02 Posts: 3,061
    edited April 24

    Mini-Tutorials 15. - Pimp it Up
    Got a model - shapes great, but those textures mehhhh....

    1. Double click the Shader required to open in Texture room

    Armor 4 Shader
    2. In the Color slot, scroll down to Operators, click on Multiply
    3. In source 2 slot, scroll down to Velouete Tools, click on 3D Random Map
    4. Click on Black Wires
    5. Click on 3D Transform tab
    6. Adjust Global Scale
    Armor 5 Shader
    7. In the Color slot, scroll down to Operators, click on Multiply
    8. In source 2 slot, scroll down to Velouete Tools, click on 3D Random Map
    9. Click on Rectangular Vibe, left the scale as is
    10. In the Reflection slot, scroll to Reflection
    11. In the Shader slot, scroll to Value (0-100%)
    12. Adjust setting

    Armor 6 Shader
    13. In the Color slot, scroll down to Operators, click on Multiply
    14. In source 2 slot, scroll down to Velouete Tools, click on 3D Random Map
    15. Click on Squares
    16. Click on 3D Transform tab
    17. Adjust Global Scale
    18. In the Reflection slot, scroll to Reflection
    19. In the Shader slot, scroll to Value (0-100%)
    20. Adjust setting

    Glow 1 Shader
    21. In the Glow slot, scroll down to Operators, click on Multiply
    22. In Source 1 slot, scroll down to Color
    23. Click in the Color Box
    24. Pick color in the Color Picker
    25. In Source 2 slot, scroll down to Natural Functions, click on Cellular
    26. Click on the Transform tab
    27. Tick Enable Transform
    28. Adjust Overall Scale

    Undersuit 1 Shader
    29. In the Glow slot, scroll down to Operators, click on Multiply
    30. In Source 1 slot, scroll down to Color
    31. Click in the Color Box
    32. Pick color in the Color Picker
    33. In Source 2 slot, scroll down to Natural Functions, click on Cellular
    34. Click on the Transform tab
    35. Tick Enable Transform
    36. Adjust Overall Scale

    Adding Aura
    37. In the Assemble Room, click on Model in the Instances tab
    38. Click on Effects tab
    39. In Aura tick Enable
    40. Click on Edit
    41. In Aura window adjust Radius
    42. Adjust Intensity
    43. Turbulence, tick Enable
    44. Click on Render button for a test render
    45. Click OK to finish
    NOTE: For the render/test render I used a HDRI to get the best out of the reflections

    Pimp it Up 1.png
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    Pimp it Up 1b.png
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    Pimp it Up 1c.png
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    Post edited by Bunyip02 on
  • VyusurVyusur Posts: 1,576
    edited April 24

    The recent one

    Doc12.jpg
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    Post edited by Vyusur on
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