CARRARA CHALLENGE 46: Get your Retro on

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  • MystarraMystarra Posts: 31,837

    eek deadline tomorrow

    ann i bought stuff for this render

  • DesertDudeDesertDude Posts: 755

    Sigh

     

    Because Bunyip had emphasized that animations were allowed, I had really wanted to enter an animation of my cars circling the track but it isn't going to get done.  I'm just not comfortable with the animation tools yet. Lots of little things are going wrong, such as the cars turning sideways when I try to align them to the path.  No single issue is a big deal, or unsurmountable, but there are just too many little things going wrong.  I'll enter a still.  Here is something Yucky, but I did creat shaders for the cars.

    Oh no, how frustrating. Your progress has been inspiring, I hope we can see a finished animation by the deadline, if not, soon. smiley

    I used a similar technqiue of yours (thank you for the explanations!!) to create the wallpaper pattern for my entry by 'photographing' some Carrara palmtree leaves. I'll explain later when I upload examples of my shaders. I'm taking  break for a few hours. My eyeballs are bleeding.

    Your image isn't 'yucky' - looks great. Do I see some motion blur in there?

  • DesertDudeDesertDude Posts: 755
    edited May 11

    Here are a few more objects plus a screen grab of the Assembly Room. I'll upload some shader examples later tonight or tomorrow. I'm pretty happy with the final image, which is rare, but I won't upload a final incase I get itchy and start tweaking it or thinking of some post work before tomorrow afternoon.

     

     

     

    retro_wip_005_assembly.jpg
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    Post edited by DesertDude on
  • Bunyip02Bunyip02 Posts: 2,937

    Sigh

     

    Because Bunyip had emphasized that animations were allowed, I had really wanted to enter an animation of my cars circling the track but it isn't going to get done.  I'm just not comfortable with the animation tools yet. Lots of little things are going wrong, such as the cars turning sideways when I try to align them to the path.  No single issue is a big deal, or unsurmountable, but there are just too many little things going wrong.  I'll enter a still.  Here is something Yucky, but I did creat shaders for the cars.

     

     

     

    Love how Carrara is in front !!!

  • Bunyip02Bunyip02 Posts: 2,937
    Mystarra said:

    eek deadline tomorrow

    ann i bought stuff for this render

    If I extend the deadline to Monday to give you the whole weekend to render away will it help ?

    Was thinking of extending it a couple of days to give MDO2010 a chance to enter his wonderful render, anyone heard from him at all lately ?

  • Bunyip02Bunyip02 Posts: 2,937

    Here are a few more objects plus a screen grab of the Assembly Room. I'll upload some shader examples later tonight or tomorrow. I'm pretty happy with the final image, which is rare, but I won't upload a final incase I get itchy and start tweaking it or thinking of some post work before tomorrow afternoon.

     

     

     

    Getting betterer all the time !!!

  • StezzaStezza Posts: 4,765

    @DesertDude some great stuff going on with all that modeling.. awesome yes

    @Diomede_Carrara keep at it... if I knew how to help out I would, unfortunately I know diddly squat about animation.. Wendy's tips may help you out in time wink

  • Headwax_CarraraHeadwax_Carrara Posts: 7,748

    @DesertDude wow hats off to you - great scene and models!

    @ted, good luck!  - be good to see an animation in this - especially this one of yours

  • UnifiedBrainUnifiedBrain Posts: 2,109
    edited May 13

    All Hail The Beaver Queen!

     

    This started out as another experiment in skin shaders, this time with V1:

     

    With the pearl choker, I got the idea for a June Cleaver character for the Challenge, and just ran with it.  I know, strange. :)

    June is V1, the two men are Lorenzo space workers, and the robots are RobotWarrior HD (not really HD).  The robots are old products, but pretty nice with Carrara metal shaders.  The Daz promo picks don't do them justice.

    June is wearing the Take Me Back dress for Genesis 2, and the hair is Xanadu.

    The structure they are in is GIS Orion.  The background is a modified Ron's Space scene.

    Carrara processes include GMIC, Carrara text, Carrara native renderer, and some basic manipulation in the modeling room.

    Simple shader manipulation (no texture maps) was done on the main title and on the vacuum cleaner bag.  For the bag I used Natural Functions>Wood in the color channel, and Natural Functions>Spots in the bump channel.

     

    No postwork.

     

    Because the deadline was extended, I added a few tweaks:

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    Beaver Queen June Cleaver.png
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    Beaver Queen bag shader setup.JPG
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    Beaver Queen 2.png
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    Post edited by UnifiedBrain on
  • VyusurVyusur Posts: 1,564
    edited May 11

    Just a bit more tweaking:

     

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    Post edited by Vyusur on
  • UnifiedBrainUnifiedBrain Posts: 2,109
    Vyusur said:

    Just a bit more tweaking:

    Now those are significant tweaks!  Very nicely done.

     

  • VyusurVyusur Posts: 1,564

    UB, thank you very much!

  • Bunyip02Bunyip02 Posts: 2,937

    All Hail The Beaver Queen!

     

    This started out as another experiment in skin shaders, this time with V1:

     

    With the pearl choker, I got the idea for a June Cleaver character for the Challenge, and just ran with it.  I know, strange. :)

    June is V1, the two men are Lorenzo space workers, and the robots are RobotWarrior HD (not really HD).  The robots are old products, but pretty nice with Carrara metal shaders.  The Daz promo picks don't do them justice.

    June is wearing the Take Me Back dress for Genesis 2, and the hair is Xanadu.

    The structure they are in is GIS Orion.  The background is a modified Ron's Space scene.

    Carrara processes include GMIC, Carrara text, Carrara native renderer, and some basic manipulation in the modeling room.

    Simple shader manipulation (no texture maps) was done on the main title and on the vacuum cleaner bag.  For the bag I used Natural Functions>Wood in the color channel, and Natural Functions>Spots in the bump channel.

     

    No postwork.

    Excellent UB !!!

  • StezzaStezza Posts: 4,765

    +1 on that... for all the works... just so enjoyable to watch the progress of everyone's ideas yes

     

  • Bunyip02Bunyip02 Posts: 2,937
    Vyusur said:

    Just a bit more tweaking:

     

    Vyusur - superb render !!!

    Just a note on the WIPs, one of the rules this time around was to show a WIP of the shader manipulation in your scene. If you could do one it would be much appreciated !

  • Bunyip02Bunyip02 Posts: 2,937

    As we have one contestant missing in action, and one late starter I have extended the times.

    DATES to Remember-

    WIP Thread Opens: Saturday, 06 APRIL 2019
    Entry Thread Opens: Saturday, 27 APRIL 2019
    Entry Thread Closes/Voting Begins: Saturday, 11 MAY 2019 23:59:59 CST (GMT-6), Monday, 13 MAY 2019 23:59:59 CST (GMT-6)
    Voting Ends: Saturday, 18 MAY 2019 23:59:59 CST (GMT-6), Monday, 20 MAY 2019 23:59:59 CST (GMT-6)

    Get that render done Misty !!!!

    If anyone knows how to contact MDO2010 to check that he's able to put his entry in please do. I have sent him A PM as well.

  • StezzaStezza Posts: 4,765
    edited May 11

    an extension.... 

    I'll get my third one up and in..

    The pinball machine I modeled and then assigned shading domains for some of the areas. I then used PSE to create the textures for the shaders.

    also modeled the boots... spaghetti wires, pinball beanie and used Genesis child morph with some assorted clothing.

     

     

    PinballMachine_textures.jpg
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    Pinball Young Wizard.png
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    Post edited by Stezza on
  • VyusurVyusur Posts: 1,564
    edited May 11
    Vyusur said:

    Just a bit more tweaking:

     

    Vyusur - superb render !!!

    Just a note on the WIPs, one of the rules this time around was to show a WIP of the shader manipulation in your scene. If you could do one it would be much appreciated !

    Bunyip, thanks a lot!

    Ok, here is my shader work on bulbs:

    It works with sky light ON.

     

     

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    Post edited by Vyusur on
  • Bunyip02Bunyip02 Posts: 2,937
    Vyusur said:
    Vyusur said:

    Just a bit more tweaking:

     

    Vyusur - superb render !!!

    Just a note on the WIPs, one of the rules this time around was to show a WIP of the shader manipulation in your scene. If you could do one it would be much appreciated !

    Bunyip, thanks a lot!

    Ok, here is my shader work on bulbs:

    It works with sky light ON.

     

     

    Many thank-yous for the shader setup !!!

  • Bunyip02Bunyip02 Posts: 2,937

    an extension.... 

    I'll get my third one up and in..

    The pinball machine I modeled and then assigned shading domains for some of the areas. I then used PSE to create the textures for the shaders.

    also modeled the boots... spaghetti wires, pinball beanie and used Genesis child morph with some assorted clothing.

     

     

    Love the boots, any chance of a screenshot showing your shader setup for the Pinball machine ?

  • Bunyip02Bunyip02 Posts: 2,937
    Mystarra said:

    eek deadline tomorrow

    ann i bought stuff for this render

    You've got the whole weekend Misty - hope to see your render !

  • MystarraMystarra Posts: 31,837

    Oh keel. Sunday too?

     

    Do we have double sided polys in carrara?

    as in separate shader for each sude?

  • DiomedeDiomede Posts: 9,582
    edited May 11

    Bunyip - appreciate the notice!

    @Wendy_Carrara - you are the best!  Thanks, the target helper tip solved the strange orientation problem and several more problems.  The target helper circles the track poperly now (thank you Dudu for pointing me to SparrowHawke's follow terrain plugin - and thank you SparrowHawke most profusely).

     

    However, lots of other problems remain.  For some reason, my camera is not staying where I place it in the tweeners despite bracketing with keyframes.  I used camera position save presets to make sure.  Hmm.  You can see what I'm talking about in the attached video, which is yucky.  Haven't even added the props that go alongside the track.  You can see where the camera jumps around and is not focused on the cars or the track.

     

    Car tires have spin modifiers.

     

    SparrowHawke Follow Polyline Plugin

    - In vertex modeler, I used the loop selection to get the center lane of my track.  I duplicated it, raised it, and assiged a new shading domain  I then used smoothing and conversion to get a center polyline. I selected, named, and extracted the center polyline.  I deleted the duplicate of the center lane, but kept the named polyline, which I rose a little in the Z axis to see it.  The model now consists of the track and a named polyline that follows the center in a figure 8.  

    - as per Wendy' advice, I inserted a target helper.  I moved the target helper to the track.  With the target helper selected, I used the modifier menu to apply SparrowHawke's plugin.  I chose the track model containing the named polyline for the modifier. 

    - I parented the cars (both) to the target helper.

    - I expanded the time line and set the number of times I wanted the cars to revolve around the track.  The target helper went to a seemingly random location for the start of the polyline.  No problem, I adjusted the percent completion to get the start where I wanted it.  

    - I went to the last frame and set the completion to full and checked where the car was.  I then went back a few steps to get the race finish where I wanted byadjusting the completion again.

     

    If interested in really bad camera work, look here.  surprise

    https://youtu.be/_EfH6epuYf0

     

    cc01 spin modifier on tires target helper for cars.JPG
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    bb01 select and loop on track surface.JPG
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    bb02 duplicate raise assign new shading domain.JPG
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    bb04 select and name polyline.JPG
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 9,582

    ALSO - would be better to create 4 cameras, (3 position, and one parented to car) and combine the results, rather than try to send a single rendering camera to multiple positions. What free video editing software do people use for such things?

  • SadKitty_CarraraSadKitty_Carrara Posts: 21,969

    Yes and Hitfilm Express free for a Facebook or Twitter like 

    continuous shots are boring that’s why they do cuts to other cameras in the Grand Prix between the on car cameras 

  • DesertDudeDesertDude Posts: 755

    @Bunyip02_Carrara, @Stezza_Carrara9, @Headwax_Carrara - Thank you for the nice words and encouragement. smiley

     

    All Hail The Beaver Queen!

    @UnifiedBrain - Ha ha - that's awesome. Great and clever concept. Love the colors

     

    Vyusur said:

    Just a bit more tweaking:

    @Vyusur - Beautiful work as usual - love the dynamic compostion

    @Diomede_Carrara - Despite the noted 'choppiness' your project is really looking good, wow! Can't wait to see more. As for free video editors...you could try HitFilm Express:

    https://fxhome.com/hitfilm-express

     

  • DiomedeDiomede Posts: 9,582
    edited May 11

    - DesertDude - beautiful scene coming together.  I love your "muppet" figures.  Thanks for the comment on mine.  

    - VYusur - The second figure and camera angle really enhance the scene.  Expressions display the fun, and bring back wonderful memories.

    - Stezza - That lad is a pinball wizard, see him, hear him, touch hm, feel him.  Magnificent job on the shoes.  Sir Elton is smiling. Pinball machine model and shaders are perfect.

    - UnifiedBrain - I think you have maxed out the entendres, in a good way.  Double, triple, quadruple?  Very creative. yesyes

     

    - Sorry if I missed anyone.  Hope folks still working on a WIP are successful.

     

    Happy Mother's day to y'all's Moms,,to each of you who are Moms, and to everyone.

    Post edited by Diomede on
  • DiomedeDiomede Posts: 9,582

    Thanks for the replies, Wendy, and DesetDude.  We were probably typing at same time

  • DesertDudeDesertDude Posts: 755

    Yes and Hitfilm Express free for a Facebook or Twitter like 

    Lol, sorry Wendy, yeah, I think we all might have typing at the same time. smiley

  • DesertDudeDesertDude Posts: 755
    edited May 11

    Uploading a few samples of some of the shaders I made. Here is the Floor Lamp. In the final image I deleted the Mixer from the Translucency Channel because I didn't like the colored cast shadow for this image, plus you couldn't see it anyway. So the lamp has several shading domains: fringe, lampshade, oval borders, ovals and the lamp pole. They're all pretty self explanatory except fringe shader has a Cellular pattern in the Color, Alpha and Bump Channel (and Translucency in the screen grab). I used the Transform Tab to scale the pattern on the Z axis way up to 10. The Alpha Channel makes it look sort of...fringy... Oh, and I dropped the Bump value way down incase anyone didn't know where to find that, you have to click on Top Shader to adjust the Bump Amplitude.

     

    floor_lamp_assembly.jpg
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    floor_lamp_fringe_shader.jpg
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    floor_lamp_lampshade_shader.jpg
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    floor_lamp_oval_borders_shader.jpg
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    floor_lamp_ovals_shader.jpg
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    floor_lamp_pole_shader.jpg
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    Post edited by DesertDude on
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