UPDATED 2018-06-12 New versions for Windows and OSX online now.
Now supports DAZ Studio shaders importing, see the following video for more info:
UPDATED 20180409 Philemo is hard at work with the third beta version of the PBR plugin for Carrara: “Starting to experiment how to convert Studio shaders to PBR…”
UPDATED 20180408
A new beta is available. It adds the metallic workflow and an importer. New version is available here
More info here in the DAZ3D forums.
Updated PDF manual: PBRmanual02
Original article 20180328
Philemo has just released an early beta version of a new plugin for Carrara, PBR Lighting Model.
“I’ve started a new plugin that allows import “as-is” of PBR textures (albedo, roughness/glossiness, Ambient occlusion and metallic) such as the ones produced by Substance.
So far, it’s done for non-metallic materials (dielectric in PBR jargon).
To do that, I have implemented the Disney Principle BSDR as a lighting model. I’ve choosen it because it (or a modified version of it) is widely implemented (Blender/cycle, Appleseed, Renderman and many other included countless game engines). So, it was just time Carrara got itsown version :-). You can see here the Renderman documentation on this model (it’s the best one I’ve found so far). On top of PBR, Disney Principle add (a not convincing) subsurface, anisotropy, sheen for cloth, glossy clearcoat.”
The updated manual is available as a PDF is here (Does not include info about the latest version DS import yet): PBRmanual02
Release note 20180328: Beta version is out here (Windows 64 only, sorry for Mac user, I’ll try to provide an OSX version later this week). You can find a basic documentation in this post This is only the specular workflow. Metallic map are ignored for now. Next version will have it.
Release note 20180408 A new beta is available. It adds the metallic workflow and an importer. New version is available here.
More info here in the DAZ3D forums.
Release note 20180612
The idea behind this new feature is to exploit as much data as possible from Studio material, including Iray or other shaders type. The result may be better, equivalent or worst, depending on the quality of the material itself, the lighting in the scene and lighting model used is Studio. In the other hand, as all data will be in the shader (specular map, reflection map, normal map…), it will be easier to tweak if need be.
the DUF file is to be applied to the imported par containing vertex data (usually the “model part”).
In the effect tab of primitives, the is a new widget allowing drag & drop of DUF files. All shaders included in the Duf file will be imported, even if not used on this particular model (it’s particularly true for scene Preset shading many primitives). It’s still in Beta Stage. Please be sure to report any issue.
Example Carrara render from the new version with metallic support, using an HDRI background:
“As you probably have all noticed, I’m not really active in this space anymore. After DAZ dropped me along with the other Carrara vendors, I tried to leave my old store up, but between WordPress and PayPal updates, it just doesn’t work anymore.
That
link is case sensitive, so type it in exactly like I have it there.
Thank you for your support and encouragement over the years when I was
developing these, it was a period of my life that I will cherish always.
SECOND of all, I am willing to make the entire library of my Carrara 8 source code available to anyone who wishes to take up the mantle. This includes both my privately published plug-ins as well as the ones formerly sold at DAZ (and a few that were never released). …”
“P3DO goes another step forward with 2.7 and the growing integration of DAZ Studio assets in its workflow. P3DO first Daz Studio DUF format support was a Pose viewer with 2.5 in 2016. This time we went much further and P3DO now shows the DUF assets references the same way it does for Poser. There’s also the usual bunch of improvements and fixes as listed below.”
Alberto write: “FLUIDOS II is a fluids simulation plugin for Carrara 8 and 8.5.
FLUIDOS II incorporates high-performance OpenVDB tools for meshing, filtering, level sets, and pressure projection. Besides the superior quality liquid simulation, now it includes other fluids types: Smoke and Volumetric fire.
FLUIDOS II is faster, more powerful and versatile than its predecessor.
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 inmy 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.
Philemo released another Carrara plugin at the end of April in 2019, the HD Morph plugin for Carrara, that supports high resolutions characters import into Carrara or even making your own HD content inside Carrara. Here is an early test render from Bunyip of Marvin the alien for G8M: https://www.daz3d.com/mervin-the-alien-hd-for-genesis-8-male
The Carrara files should be copied as usual to the Carrara Extensions folder, a bit new for Carrara users, is the Daz Studio scaling script that must be copied to the Daz Studio folder, to solve issues with some characters, here is a screnenshot showing the folders:
Dartanbeck more detailed step by step guide clearifies some of the steps, using the Gianni 6 HD character as an example:
“And just to clarify, in Step 4 and Step 5 of the tutorial, he is first (step 4) importing the exported (from DS) HD morphed figure as an OBJ with his import notes applied, and then in step 5, he’s loading in the figure that we would otherwise use the morph on into the same scene, with the obj from step 4.” An example: If we’re going to use a Gianni 6 HD morph,
Step 1 – in Daz Studio we’d load in Gianni 6 HD character preset
Step 2 – since this is a Character Preset, this step should already be done (but check his notes just to see what it means)
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.
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.