Re: UV mapping? 2005-04-08 - By Mike Moir
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Dean, When you enter the shader room for one of the shutters , you get a pop-up window that asks you to "Create a new master" or "edit the master" . Choose Edit the master shader then all objects that use that shader will get edited. You can also use "Reference shaders" too. Mike -- -- Original Message -- -- From: "dmedrafting" <dme@(protected)> To: <Carrara@(protected)> Sent: Friday, April 08, 2005 5:13 PM Subject: [Carrara] Re: UV mapping?
> > > Thank you, that did the trick. > Actually, I did it slightly different. I have 4 windows so I made > eight copies and then deleted all but one shutter in each copy > leaving, of course, a different shutter in each. That way I didn't > have to move them around which I'm not too good at yet. I applied the > shader to one and then copied the shader to the rest. Worked great, > however, it seems there should be a better way. If I decide to change > the shutter color, I have to change them all. How can I get them all > into a master shader so I only have to change it once? > > Dean > > > > > --- In Carrara@(protected), "Mike Moir" <mmoir@(protected)> wrote: > > Dean, > > When you are in the Vertex modeler, I would select only one > shutter if all > > the shutters come in under the "shutter" object and delete the > rest. Then > > in the texture room use flat mapping in the Shader room and apply > the > > texture map to the appropriate side using the box mapping icons. > You should > > also shade the sides or edges of the shutter using the Flat > mapping too. I > > would then duplicate this shader in the assembly room and place them > > wherever you want them. > > Good luck. > > Mike > > -- -- Original Message -- -- > > From: "dmedrafting" <dme@(protected)> > > To: <Carrara@(protected)> > > Sent: Friday, April 08, 2005 10:56 AM > > Subject: [Carrara] Re: UV mapping? > > > > > > > > > > > > > Mark, > > > Thanks for the reply. > > > > > > I imported an OBJ model which was created in a cad program and > > > converted to OBJ using polytrans. While importing, I selected to > > > create objects as vertex primitives. When the shutters are > selected > > > in carrara, they appear in the vertex modeler named default. > > > > > > The picture is of just the shutter. > > > > > > Dean > > > > > > > > > > > > --- In Carrara@(protected), "markdesmarais" > <markdesmarais@(protected)> > > > wrote: > > > > > > > > Hi Dean- > > > > > > > > The first question is how are you modelling the shutters? Are > they > > > > > > > > 1) separate geometry? > > > > > > > > 2) named polygons from the vertex modeller? > > > > > > > > 3) something else (primitives, splines, etc)? > > > > > > > > The second question is what form are your bitmaps in? Are they > > > > > > > > 1) Picture of the whole house? > > > > > > > > 2) just the shutter? > > > > > > > > Markd > > > > > > > > > > > > > > > > --- In Carrara@(protected), "dmedrafting" <dme@(protected)> wrote: > > > > > > > > > > I would like to render realistic looking shutters using > > > photographs. > > > > > In my old program I just applied a shutter bitmap to the model > > > surface > > > > > and checked "scale". > > > > > > > > > > > http://www.dmedrafting.com/files/RenderingSS/Delancy_LOW_RES.jpg > > > > > > > > > > How do I go about it in Carrara? Is this what is referred to > as > > > UV > > > > > mapping or would this be texture mapping? Any tutorials? > > > > > (I've got a lot to learn) > > > > > > > > > > Thanks, > > > > > Dean > > > > > > > > > > > > > > > > > > Welcome Yahoo Members! > > > > > > http://www.eovia.com > > > Yahoo! Groups Links > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > -- > > > No virus found in this incoming message. > > > Checked by AVG Anti-Virus. > > > Version: 7.0.308 / Virus Database: 266.9.5 - Release Date: > 07/04/2005 > > > > > > > > > > > > Welcome Yahoo Members! > > http://www.eovia.com > Yahoo! Groups Links > > > > > > > > > > -- > No virus found in this incoming message. > Checked by AVG Anti-Virus. > Version: 7.0.308 / Virus Database: 266.9.5 - Release Date: 07/04/2005 > >
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