Murky Volume Plugin by Sparrowhawke3D

Murky Volume Plugin by Sparrowhawke3D

Sparrowhawke3D released a new plug-in!

Here is what he says:

The Murky Volume plugin can now be downloaded from my website along with a user manual and some presets.

The plugin is a volumetric primitive that can be used to create deep and turbid waters.  Light is attenuated through the volume so like in real lakes and oceans the deeper you get the less the light penetrates and objects in the volume get darker and darker.  Colours also attentuate differently depending on the depth and distance through the water.

If you have done an underwater scene before you may have used the Scene Atmosphere or Fog to get close to such an effect.  This plugin allows you to avoid doing that – which is particularly useful for a scene that requires views both in and out of the water. If you change the atmosphere then anything above the water will look wrong.  This short video (which I did early on in the project) shows the effect.

When a body of water is viewed from above the surface the existing Carrara shader absorption settings will work to make things get darker as they approach the Attenuation distance but once you get down into the water the shader is of no help.  I explain this in more detail in my Laboratory.

The plugin can work with multiple surface objects to create the right interactions between the surface of the water and the volume.  It checks if the ray is above or below the surface so the volume effect only happens below it. It can also work with exclusion zones to create an aquarium or submersible vehicle and inclusion zones to create a fish tank.

The visibility and other settings can be adjusted to make the water murkier with details explained in the user manual.  I couldn’t figure out how to add light beams but caustics work well on objects in the volume.

Cumulus S3D Puffy Cloud Plugin

Cumulus S3D Puffy Cloud Plugin

Sparrowhawke3D introduced a new plug-in called  Cumulus S3D

Cumulus S3D is a volumetric cloud shape plugin that creates up to 9 puffy animatable clouds in rows.  The clouds grow and fade over time and puffs circulate within the clouds.

With many settings and options the clouds can be arranged in neat rows or be randomly spread.  Towers can rise and fall above the base of the cloud which can be flat, rounded or undulating.

Plug-in can be downloaded at http://sparrowhawke3d.com/CumulusS3D.html

New plugin : HDR light Domes

New plugin : HDR light Domes

Philemo introduced a new plug-in!

Carrara has 2 kinds of lighting, direct and indirect.

  • Direct lighting comprise all kind of lights (directional, sun, bulb, spot, anything glows, shape lights…).
  • Indirect lighting are ambient, sky light and indirect light.

The main difference between direct and indirect is that all the features of the lighting model (highlight, shadows, SSS, translucency) are used only with direct lighting. Indirect lighting considers all materials as mate, with no SSS, shadowless. If your materials follow this description, then no problem. Otherwise, renders using indirect lights often seem dull and whitish.

The goal is to add a true environment lighting in Carrara, as seen in all modern renderers.

To come back to this plugin, the idea is to create a dome of direct lights (here directional lights) with value extracted from an HDRI map. This is supposed to give the best of both world.

 

A side by side comparison of rendering a shiny object using sky light and dome light

Sky light

Dome light

How to use it

First, there must be an HDR Background set for the scene

The command to create is in menu EDIT/Philemo/HDR Light Dome.

It open a window with 5 parameters:

  • Brightness multiplier. It’s similar to the sky light intensity slider in the render room. It’s related to the shadow you’ll use (hard light threshold slider a bit below). The more shadow, the more brightness you need
  • Shadow intensity. Same as in lights.
  • Hard light threshold. It’s the threshold below which a light will be considered a hard light (ie cast shadow). A 5% value leave only the sun as hard light in a bright sky. A 200% value has all the lights as hard light.
  • Sky only : Will generate a half dome and no light from the ground.
  • Subdivision level : drives the number of lights generated by a power of 2. 5 is 32 lights, 6 is 64, 7 is 128, 8 is 256…

Optimal is often found with 256 lights, 200% threshold. It may be a bit long to render, more if you have transmaps, so you can lower some setting. That’s why the default is 50% threshold

Of course, when rendering, sky light option should be unselected.

The plugin is available here

It’s Windows only (I have some issues with my Mac, I hope to solve soon).

New plugin: Phong tessellation and displacement

New plugin: Phong tessellation and displacement

Philemo: “I would like to thank @Magaremoto for the starting point of this idea. He suggested to look into Renderman to pick good ideas.

I discovered that Renderman subdivides meshes so that each facet fits in a Pixel. The first idea I had reading this was that would be great for displacement.

That done, I needed a subdivision (or tessellation) method that respected the existing render and was fast enough. Carrara using Phong shading, I decided to use Phong tessellation. This algorithm, created by Tamy Boubekeur and Marc Alexa (see https://perso.telecom-paristech.fr/boubek/papers/PhongTessellation/). This method is widely used in games to give nice contours to low poly models. As the author says, “Our technique is a geometric version of Phong normal interpolation, not applied on normals but on the vertex positions. We call this strategy Phong Tessellation. “.”

 

Carrara and displacement

Carrara usually does a fine job to simulate displacement with bump mapping when the surface is facing the camera and the light. This is not so good when the camera and/or the light are grazing the surface. Also, contours do not reflect the impression given by facing facets.

Carrara has displacement. It works great on geometric primitives (like sphere, plane,..). For meshes, it’s a little more … touchy. Displacing the vertices at the facet size is usually not enough. So, there is subdivision. The problem here is that the complete mesh is subdivided, regardless of it actually on the screen and visible from the camera. Heavy subdivision usually takes a lot of time.

Micro-dispalcement

The idea of this Plug-in is to subdivide heavily (up to 4 vertices per pixel), but only what is necessary. So, off-screen facets or facing away from the camera are not subdivided. Contours are perfect due to subdivision and micro displacement is now possible.

Micro displacement is using displacement in place of bump mapping. It allows to have consistency in quality between facing and grazing angles, both from the Camera and the lights, as it uses real geometry and is not trying to simulate it.

As Carrara is already very good at simulating displacement by bump mapping, for realistic values of displacement, the improvement is very subtle and should be considered before using.

For instance, for a grazing angle (upper jaw), the first image is rendered using bump mapping and the second one using micro displacement. There are differences, although you may have to look for them and I think the overall quality is better.

On this example on a facing fragment, (the forehead), the difference is not obvious at all:

Macro Displacement

Macro displacement is used to simulate geometry at run time. It usually has both displacement (or height) map and bump/normal map.

This is where the plugin takes its full power:

Usage of the plugin

Phong tessellation is a modifier that applies to meshes.

Select the modifier from the list:

There are 3 parameters in this plugin:

  •  Enabled: Activate the plugin. Otherwise do nothing. Use it to re-generate the tessellation is camera, object or displacement has changed.
  • Shape factor: Strength of the Phong effect. 0 will give you flat shading, 0,5 is normal, 1 is overdone (stuffed fabric effect).
  • Vertex per half pixel: number of vertices generated by half screen pixel horizontally and vertically. 1 is 4 vertices per pixel, 2 is 1 per pixel, 4 is 2 per square of 2×2 pixels and so on. Use value 1 for micro displacement or macro displacement with sharp contrast, 2 or less is the displacement map is blurred. Starting from value 1, each successive value divides the number of vertices generated by value squared (2 is 4 times less, 3 is 9 times, 4 16 times and so on).

 

 

Displacement

To set displacement, use the standard displacement shader in the shader room.Before doing so, untick if necessary the “enabled” value in the modifier (otherwise it may take a very longtime).

First make sure the “enable displacement” is disabled.
Then set amplitude and offset and displacement shader as usual.

Performances

On my 5 years old laptop, tessellation generates about 1 million facets per second. Displacement is about 3 times faster.

Afterwards, Carrara needs at least as much time to digest all those facets.

Rendering is usually 2,5 times slower at maximum precision.

Download

Windows version is available at Sourceforge.

OSX version coming soon.

Let’s make Carrara shine!

Let’s make Carrara shine!

We are refreshing the looks of Carrara Cafe and would like to make it represent Carrara in the best way possible! There fore we are looking for Carrara users who would like to be a part of creating a face for Carrara so it would stand out.

For many years we know how versatile Carrrara is and there are so many talented artists around the globe. It is time to gather all amazing artwork and show how wonderful Carrara 3D users are! So this is your chance to become a featured Carrara Cafe artist and show how amazing you are! If you want your images and videos be featured on the new looks of Carrara Cafe and be one of those amazing artists everyone look at, do not hesitate to send your artwork to c3de.magazine@gmail.com
The topic of your e-mail should have a prefix “Carrara Cafe Face” so we would know it is a submission for Carrara Cafe 🙂

To make things even more exciting there is one more great idea how we all can make Carrara stand out from all other software and show how great Carrara users community is! It is to show why we love and enjoy Carrara. We are looking for you showcasing and telling us what features of Carrara you enjoy the most. Once we gather your exciting stories and showcases of what features makes you enjoy Carrara, Carrara Cafe will create a dedicated page showcasing Carrara’s features and it all will be made from your submissions! Short videos, images, animated GIFs, your phrases and exciting wordings with your name displayed on a proper demonstration of Carrara!
Isn’t that exciting!
To share what you like about Carrara please looks for a new Carrara Cafe section dedicated for that. And of course, you can send your showcases to c3de.magazine@gmail.com prefix for the e-mail topic should begin with “Carrara Cafe I like

One of the best sources for “Let’s Make Carrara Shine!” project to begin would be C3DE magazine. We would like to ask every participant of C3DE magazines to confirm if they are okay if we would also show their artwork on Carrara Cafe front pages as featured images? If you would love C3DE to show case your artwork in this project, please send us an e-mail to c3de.magazine@gmail.com with the topic prefix “C3DE for Cafe Face” together with your confirmation letter.

Wondering what happened to C3DE? Where did it go and why there were no new issues for so long? Answers should get their way to the public together with juicy Issue 11 considerably soon in a couple of months.

Some details about material fro those who are interested. We are now on the door of new age where technology runs on extreme pace. We have mobile networks and mobile devices with screens ranging from QVGA to retina and even 4K on mobile phones, not to mention 4k standard is on its way to be in everyone’s home. You are free to submit files of any size and dimensions (not to huge of course) but the better the quality is the better. So we should look for 1080p HD and qHD as a standard. We have no trouble to scale down the images so feel confident to submit high resolution images. Video submission would be best in HD. GIF visualizations would be best in as minimum size in Mb as possible. Carrara Cafe is viewed by various people with various internet connectivity and not all of them comes from speedy networks, we should take them into consideration and be polite to keep the load as minimum as possible.

All still images should come with a small signature on the right bottom corner of the image. For all other submissions you should provide us with your name you would like to see your credit with. Every artist submissions will be credited.

We just recovered from big crash and are still working on fixes.

We just recovered from big crash and are still working on fixes.

Attention

 

Hello,
As some of you may know  Carrara Cafe was recently hacked.
We have recovered from the crash, however there are still some glitches that are being worked on.

Unfortunately the back up file that I have is a little bit old one so we lost few new posts in few places as well as some members might need to create new accounts.

It is also strongly recommended to change log-in passwords to everyone. Please do change your password to new ones before Monday.

Attention! New users, please hold on on registering new accounts, were are looking into how to resolve some lost data and we might need to reset entire website again which might lead to loss of new registrations. Gives us couple of days before registering to Carrara Cafe. 

I apologize for inconveniences this caused you.

Kind regards,
Jetbird_D2