CARRARA CHALLENGE 46: Get your Retro on

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Comments

  • Bunyip02Bunyip02 Posts: 7,660
    edited April 2019

    Killer Robot Films - https://www.imdb.com/list/ls073512875/

    What do you get if you cross Maximilian from The Black Hole with a Terminator skeleton ?

    Raw render

    Non - Photo Realistic update. Used a water-color painting filter from FotoSketcher as the base in Paint Shop Pro, then used a water colour filter From Filter Forge overlaid at about 45% transperancy.

    Pimp it Up 2 1600.png
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    Pimp it Up 2 FiltForge FotSketch 1600.png
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    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 7,660
    Vyusur said:

    The recent one

    Looking great !! Good to see Leon getting some air-time !

  • VyusurVyusur Posts: 2,235

    Bunyip, thank you very much!

  • Bunyip02Bunyip02 Posts: 7,660
    edited April 2019

    Mini-Tutorials 16. - Glow & Aura Panels


    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, paste the map (right mouse button)
    4. Repeat for all panels in the scene (this particular scene had lots of different panels)
    5. In the Assemble Room, click on Effects tab
    6. In Aura tick Enable
    7. Click on Edit
    8. In Aura window adjust color
    9. Adjust Radius
    10. Adjust Intensity
    11. Click on Render button for a test render
    12. Click OK to finish
    Note - steps 2 & 3 some Texture Map sets will have a dedicated glow map so check the textures first

    Post edited by Bunyip02 on
  • DartanbeckDartanbeck Posts: 21,210
    edited April 2019

    Come on people - get those renders started !!!!!!!!!!!!

    Every time I try, my computer coughs up blood :(

    Seems to only allow for simple objects with low resource useage, which is something, at least... but none of the things I want to do.

    Post edited by Dartanbeck on
  • Bunyip02Bunyip02 Posts: 7,660

    Come on people - get those renders started !!!!!!!!!!!!

    Every time I try, my computer coughs up blood :(

    Seems to only allow for simple objects with low resource useage, which is something, at least... but none of the things I want to do.

    Had a problem when my graphics computer died a few years ago, spent about 4 months saving up for a new one, my laptop that was using in the meantime was really just good for surfing the web or word processing. Hope you get your new machine up and running !!

  • DiomedeDiomede Posts: 15,073

    After Bunyip's amazingly detailed shader tutorials, it is almost shameful that I would post ths one, but I think it is useful.  This is an example of how to use a procedual shader on terrains and still isolate a region.  In this case, I've isolated the part of the terrain that supports the far end of the track.  Notice the red and blue area. The terrain shader is a multichannel mixer. The blender for the mixer is based on slope.  Because the supports for the end of the track are almost vertical, it is relatively easly to use ENVIRONMENT : SLOPE in the blender channel to isolate the vertical parts of the terrain.

     

    I can replace the blue and red portions with rock or something later.

     

    cc01 terrain shader mixer with slope as the blender to separate the supports for end o track.JPG
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    cc02 test render to see slope isolates the vertical support of the track at the end.JPG
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  • Bunyip02Bunyip02 Posts: 7,660

    After Bunyip's amazingly detailed shader tutorials, it is almost shameful that I would post ths one, but I think it is useful.  This is an example of how to use a procedual shader on terrains and still isolate a region.  In this case, I've isolated the part of the terrain that supports the far end of the track.  Notice the red and blue area. The terrain shader is a multichannel mixer. The blender for the mixer is based on slope.  Because the supports for the end of the track are almost vertical, it is relatively easly to use ENVIRONMENT : SLOPE in the blender channel to isolate the vertical parts of the terrain.

     

    I can replace the blue and red portions with rock or something later.

     

    All shader tips and tricks are welcome !!!

  • Bunyip02Bunyip02 Posts: 7,660
    edited April 2019

    Mini-Tutorials 17. - Alien Skin 1 - Enhance C & Super Mixer
    NOTE: Requires Enhance C


    1. Double click the Shader required to open in Texture room
    1b. In the Color Slot, scroll down to Shoestring Shaders, click on Super Mixer
    2. Shaders 1 to 4 change sliders to 0 - 100
    3. In Mix Shader - Texture Map, Copy Texture Map (right click mouse button), then in Shader 1 Paste Texture Map (right click mouse button)
    4. Shader 2
    5. Scroll down to Natural Functions
    6. Click on Cellular
    7. Adjust Intensity
    8. Adjust Scale
    9. Shader 3, scroll down to Operators, click on Multiply
    10. In Source 1
    11. Scroll down to Enhance:C
    12. Click on Enhance:C Organic 1
    13. In Function click on Membrane
    14. Click on Transform tab
    15. Tick Enable Transform
    16. Adjust Overall Scale
    17. Source 2, scroll down to Color
    18. Click in Color box
    19. Pick color in Color Picker
    20. Shader 4, scroll down to Operators, click on Multiply
    21. In Source 1
    22. Scroll down to Natural Functions
    23. Click on Cellular
    24. Adjust Intensity
    25. Adjust Scale
    26. Click on Shape and choose a pattern
    27. Source 2, scroll down to Color
    28. Click in Color box
    29. Pick color in Color Picker
    30. Shader 2 Copy (right click mouse button) to Bump slot, Paste (right click mouse button)
    31. Adjust Intensity to 200%
    32. Shader 3 Copy (right click mouse button) to Glow slot, Paste (right click mouse button)
    33. Source 2, scroll down to Color
    34. Click in the Color box
    35. Pick color in Color Picker (I picked a darker color)

    Shaders Mini-Tutorials - Alien Skin 1.png
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    Shaders Mini-Tutorials - Alien Skin 1b.png
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    Shaders Mini-Tutorials - Alien Skin 1c.png
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    Shaders Mini-Tutorials - Alien Skin 1d.png
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    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 7,660

    Entry thread started :- https://www.daz3d.com/forums/discussion/323706/carrara-challenge-46-get-your-retro-on-entry-thread

    Get those entries started if you have not started already !!!

  • Bunyip02Bunyip02 Posts: 7,660
    edited April 2019

    Mini-Tutorials 18. - Alien Skin 2 - Enhance C & Super Mixer
    NOTE: Requires Enhance C


    1. Double click the Shader required to open in Texture room
    2. In the Color Slot, scroll down to Shoestring Shaders, click on Super Mixer
    3. Shaders 1 to 4 change sliders to 0 - 100
    4. In Mix Shader - Texture Map, Copy Texture Map (right click mouse button), then in Shader 1 Paste Texture Map (right click mouse button)
    5. Shader 2, scroll down to Operators, click on Multiply
    6. Source 1
    7. Scroll down to Natural Functions
    8. Click on Spots
    9. Adjust Settings
    10. Source 2, scroll down to Color
    11. Click in Color box
    12. Pick color in Color Picker
    13. Shader 3, scroll down to Operators, click on Multiply
    14. In Source 1
    15. Scroll down to Enhance:C
    16. Click on Enhance:C Organic 1
    17. In Function click on Veins
    18. Click on Transform tab
    19. Tick Enable Transform
    20. Adjust Overall Scale
    21. Source 2, scroll down to Color
    22. Click in Color box
    23. Pick color in Color Picker
    24. Shader 4, scroll down to Operators, click on Multiply
    25. In Source 1
    26. Scroll down to Noise Functions
    27. Click on Fractal Noise
    28. Click on one of the patterns
    29. Adjust settings
    30. Source 2, scroll down to Color
    31. Click in Color box
    32. Pick color in Color Picker
    33. Bump slot, scroll down to Natural Functions, click on Cellular
    34. Adjust Intensity & Scale to 200%
    35. Click on Shape, choose a pattern
    36. Shader 3 Copy (right click mouse button) to Glow slot, Paste (right click mouse button)
    Note - the settings will take quite a few test renders to get something that looks right

    Shaders Mini-Tutorials - Alien Skin 2.png
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    Shaders Mini-Tutorials - Alien Skin 2b.png
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    Shaders Mini-Tutorials - Alien Skin 2c.png
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    Shaders Mini-Tutorials - Alien Skin 2d.png
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    Post edited by Bunyip02 on
  • HeadwaxHeadwax Posts: 9,922
    Vyusur said:

    The recent one

     

    just lovely Veronika - beautiful whimsy

    Bunyip02 - thanks again for that tut! amazing wiki this will be

     

  • DiomedeDiomede Posts: 15,073
    edited April 2019

    Saw the Entry Thread Posted - Still Have Until May 11

    Thanks, Bunyip, for yet another great tutorial.

    ...

    All of you are invited to vote on most preferred retro version of "The Beat Goes On."

    I am circling back to my retro pop music project.  If you enjoy flower child pop music from the 60s/70s, please play the following three versions of the hit, The Beat Goes On. I made a rainbow and a Sonny and Cher stage, but the real joy I will get from this project is promotion of The Beat Goes On.  Should I finish the project paying homage to: (a) vintage Sonny and Cher, (b) Sonny and Cher once they had their own show, or (c) Cher singing the song with Tom Jones?  The fate of the globe depends on your answers.  OK, that was an exaggeration, but I am curious.


    The Beat Goes On


    Sonny and Cher vintage (cowtastic)

    .
    Sonny and Cher on the set once they got their own show.

    .
    or if not into Sonny's voice, here is Cher with Tom Jones

     

    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,073

    And just because I love this retro dance mashup.

  • Bunyip02Bunyip02 Posts: 7,660

    Saw the Entry Thread Posted - Still Have Until May 11

    Thanks, Bunyip, for yet another great tutorial.

    ...

    All of you are invited to vote on most preferred retro version of "The Beat Goes On."

    I am circling back to my retro pop music project.  If you enjoy flower child pop music from the 60s/70s, please play the following three versions of the hit, The Beat Goes On. I made a rainbow and a Sonny and Cher stage, but the real joy I will get from this project is promotion of The Beat Goes On.  Should I finish the project paying homage to: (a) vintage Sonny and Cher, (b) Sonny and Cher once they had their own show, or (c) Cher singing the song with Tom Jones?  The fate of the globe depends on your answers.  OK, that was an exaggeration, but I am curious.


    The Beat Goes On


    Sonny and Cher vintage (cowtastic)

    .
    Sonny and Cher on the set once they got their own show.

    .
    or if not into Sonny's voice, here is Cher with Tom Jones

     

    Visually I like B, but musically I like C

  • StezzaStezza Posts: 7,795

    I like this one the best

  • VyusurVyusur Posts: 2,235
    Vyusur said:

    The recent one

     

    just lovely Veronika - beautiful whimsy

    Andrew, many thanks!

  • HeadwaxHeadwax Posts: 9,922

    Pleasure Veronika :)

    Diomede now that song will be stuck in my head lade da de dee

    :)

  • HeadwaxHeadwax Posts: 9,922
    edited April 2019

    here's anothe transgender gender pulp bender

    sorry the destrusctions arent as clear as they might be

    finished job

    image

     

     

    the beauty pass this has carrara's native toon filter - I also rendered out a colour pass which gave me a cleaner render

    image

     

    the texture work was on the bike body and the side card body

    here is the bike body original - boring red - bump map breaks it up a bit 

    image

     

    step 1 - we invert the red texture to get yummy green (the red outlines near the green are anythinggoos - will show that later)

    image

     

    we want to add some grunge to the green as it's too clean - so we had a mixer operator

    leave the original texture as source 1

    and put a colour  black in source 2

    I use a grunge texture in the blender channel and tile it to taste (about 50 mins on 180 degrees in a fan forced oven)

    image

     

    next is the anythinggoos - this is what gives those red edges on the model (already seen in the last image)

    I used a red colour to define the edges - you could drop in a metallic shader instead 

    image

     

    sorry the green writing is hard to read -

     

    this is a close up of the textures - you can see I have gruynged up the side car the same way

    image
     


     

     

     

     

    ANYTHINGGOOS1.jpg
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    sidecarnoirCROPPED.jpg
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    GRUNGE1.jpg
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    INVERTTEXTURE-2.jpg
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    ORIGINALTEXTURE-1.jpg
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    sidecarnoir_ColorCLOSERUP.jpg
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    sidecarnoiSTRAIGHTRENDER.jpg
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    Post edited by Headwax on
  • HeadwaxHeadwax Posts: 9,922
    edited April 2019

    here's an example with using the rust shader that comes with Carrara with anything goos

    I tweaked the rust shader to make it less red

    image

     

    I also tweaked the noise part by dropping down the density  to 5.89 - this made the rust spread out more

    image
     

    this is what happens when I click 'invert' in the anything goos window

    image
     

     

    rust-1.jpg
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    density1.jpg
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    inverted-anything-goos1.jpg
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    Post edited by Headwax on
  • Bunyip02Bunyip02 Posts: 7,660

    here's anothe transgender gender pulp bender

    sorry the destrusctions arent as clear as they might be

    finished job

    image

     

     

    the beauty pass this has carrara's native toon filter - I also rendered out a colour pass which gave me a cleaner render

    image

     

    the texture work was on the bike body and the side card body

    here is the bike body original - boring red - bump map breaks it up a bit 

    image

     

    step 1 - we invert the red texture to get yummy green (the red outlines near the green are anythinggoos - will show that later)

    image

     

    we want to add some grunge to the green as it's too clean - so we had a mixer operator

    leave the original texture as source 1

    and put a colour  black in source 2

    I use a grunge texture in the blender channel and tile it to taste (about 50 mins on 180 degrees in a fan forced oven)

    image

     

    next is the anythinggoos - this is what gives those red edges on the model (already seen in the last image)

    I used a red colour to define the edges - you could drop in a metallic shader instead 

    image

     

    sorry the green writing is hard to read -

     

    this is a close up of the textures - you can see I have gruynged up the side car the same way

    image
     


     

     

     

     

    Lovely render and nice instructions - great use of the rust as well !

    Was going to do a tute on Anything Goos, but consider it now done, many thanks for doing this one !!!

  • Bunyip02Bunyip02 Posts: 7,660
    edited April 2019

    Shaders Mini-Tutorials 19. - Alien Skin 3 - Enhance C & Complex Shaders
    NOTE: Requires 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
    9. Scroll down the list to Color
    10. Click in Color Box
    11. Pick color in Color Picker
    12. In the Blender slot
    13. Scroll down to Natural Functions
    14. Click on Marble
    15. Adjust settings
    16. In the Bump slot
    17. Scroll down to Natural Functions
    18. Click on Cellular
    19. Adjust Intensity to 200%
    20. In the Glow slot, scroll down to Operator, click on Multiply
    21. In Source 1, scroll down to Color
    22. Click in Color box
    23. Pick color in Color Picker
    24. In Source 2
    25. Scroll down to Enhance:C
    26. Click on Enhance:C Organic 1
    27. In Function click on Veins
    28. In Source 2 slot, click on Multi Channel
    29a. In Color slot, scroll down to Operators, click on Mixer
    29b. In Source 1-Source 1-Texture Map copy (right mouse button), paste (right mouse button) in Source 2-Source 1
    30. In Source 2, scroll down to Color
    31. Click in Color box
    32. Pick color in Color Picker
    33. In Blender slot
    34. Scroll down to Enhance:C
    35. Click on Enhance:C Skin
    36. In Function click on Camo
    37. Adjust settings
    38. In Border slot
    39. Scroll down to Enhance:C
    40. Click on Enhance:C Organic 1
    41. In Function click on Electric
    42. Adjust settings
    43. In the Glow slot, scroll down to Operator, click on Multiply
    44. In Source 1, scroll down to Color
    45. Click in Color box
    46. Pick color in Color Picker
    47. In Source 2, scroll down to Enhance:C, click on Enhance:C Organic 1
    48. In Function click on Veins
    49. Click on the Transform tab
    50. Tick Enable Transform
    51. Adjust Overall Scale - must be different from setting that exists in Step 27
    52. In Blender slot
    53. Scroll to Value (0-100%)
    54. Adjust setting

    Shaders Mini-Tutorials 19. - Alien Skin 3_1.png
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    Shaders Mini-Tutorials 19. - Alien Skin 3_1b.png
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    Shaders Mini-Tutorials 19. - Alien Skin 3_1c.png
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    Shaders Mini-Tutorials 19. - Alien Skin 3_1d.png
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    Shaders Mini-Tutorials 19. - Alien Skin 3_1e.png
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    Post edited by Bunyip02 on
  • HeadwaxHeadwax Posts: 9,922

    pleasure - I think anything goos is deeper than we think - needs more exploring for sure - you coul ddrop a fresnesll in there on the edges for example

    great alien skin - that poor mini will be having a an existential crisis - who am I what colour am I really :)

  • next tip:

    my elf needs armor, so i use brigda.

     

    shader tip2.png
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  • DartanbeckDartanbeck Posts: 21,210

    That looks awesome, HeadWax! Just an idea, try NOT tiling the Grunge map... I bet it makes for a better overall grunge to the surface without the repeated seems - I could be wrong. If the edges (borders) of the grunge map hit the mesh funny, then I'd use an image editor to 'zoom in' on the image to reduce the borders a bit.

    I love grunging things up! 

    A lot of the time nowadays, instead of multiplying against a grunge map, I'll instead use a Color Gradient and use the grunge map as the Shader that controls the gradient. Sometimes I'll use an even blend between the two ends of the scale, but more often I put all manner of different hues and saturation levels all along the gradient scale and let the map do it's thing ;)

  • DartanbeckDartanbeck Posts: 21,210

    next tip:

    my elf needs armor, so i use brigda.

     

    So cool! I just had Brigida out the other day! Cool outfit!

  • DartanbeckDartanbeck Posts: 21,210

    Still trying to get something in on this....

  • HeadwaxHeadwax Posts: 9,922

    next tip:

    my elf needs armor, so i use brigda.

     

    nice will check it out thanks!

     

  • HeadwaxHeadwax Posts: 9,922

    That looks awesome, HeadWax! Just an idea, try NOT tiling the Grunge map... I bet it makes for a better overall grunge to the surface without the repeated seems - I could be wrong. If the edges (borders) of the grunge map hit the mesh funny, then I'd use an image editor to 'zoom in' on the image to reduce the borders a bit.

    I love grunging things up! 

    A lot of the time nowadays, instead of multiplying against a grunge map, I'll instead use a Color Gradient and use the grunge map as the Shader that controls the gradient. Sometimes I'll use an even blend between the two ends of the scale, but more often I put all manner of different hues and saturation levels all along the gradient scale and let the map do it's thing ;)

    thanks great idea with the gradient - i don't use them enough !

     

  • HeadwaxHeadwax Posts: 9,922
    edited April 2019

    Still trying to get something in on this....

    just do a pulp fiction cover :) 

    Dart visits the outer limits :) as an example :)

     

    https://www.bing.com/images/search?q=the+outer+limits+show&FORM=HDRSC2

     

    Post edited by Headwax on
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