Fresnel Effect

In a transparent material like glass, the reflection and transparency depends on the angle of view. For instance, if you are facing a window, most of the light goes through and there is very little reflection. At low angle, however, the glass becomes a very reflective surface. This is very useful to create transparent material such as glass but also for water surfaces (ocean, lakes, etc.)

Subsurface Scattering

This is light that scatters inside an object and filters through in a diffuse manner. This is absolutely necessary for creating realistic skin, marble, milk, and more. With this special shader, your images can look more realistic than ever before.

Non-Photorealistic Rendering (NPR)

Carrara NPR allow you to use brushes to “draw” the rendered image as a painting. You can change many features to get the right result and save it as a preset to use later or distribute.

Shadow Bias

This parameter was introduced in ray-traced shadows to improve the self-shadowing effects when working with low resolution objects providing much cleaner shadows.

Translucency

Translucency is a material channel that allows a surface to let the light to pass through diffusely. With this feature, you can achieve a more realistic look to your leaves, grasses, and flower petals, create accurate paper shaders, and more.

Vertex Modeling in Assembly room


Helping to improve Carrara’s workflow, the Vertex Modeling capabilities that were previously only available in the Modeling room are now available in the Assembly room. This tool gives more power to the modeler, allowing them to model in context to the other objects in their scene.