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As for voxels, it's my personal idiosyncrasy against them. I maniacally like smooth surfaces with precise lines and contours without any jagged edges. Sorry if it can hurt.
I know what you mean. Took a bit to get used to for me too, but after you see the results in the detail of the mesh that can me achieved, and that any voxel model can be retopped, its an advancement not to be disregarded. A rendered image, you wouldnt even be able to tell, quads or triangles, you dont see faces, and even further, how often do people "show" their wireframes?
i dont want you staring at my "mesh", lol
Recently I read somewhere that voxels also use as volumetric containers for clouds, fog and etc. It can be acceptable enough for me in this context.
You realize, this is an "art" realm in one form and then another.... don't handicap your creative freedom, always encourage and push yourself to test your limits and boundaries.
Or you can just think outside the box, I forget which is easier =P
There's a box??!!
I show my wireframes a lot actually, beauty of wireframe is that it shows how much thought and time went into creating mesh, polygonal modeling is an artform in itself
Absolutely agree
well how come Octane 3 sees my Carrara volumetric clouds as voxels then?
Not that I can do a lot of "sculpting" on them, its more just shape parameters
http://www.monolith.zone/#introduction
I am getting off topic but this looked interesting
It's there on lightwave.com: «Hypervoxels allows you to create beautiful smoke, flame, liquids, explosions, nebulas, clouds or any other volumetric effect that you can imagine. With real-time interactive support within LightWave's VPR, you can experiment and adjust volumetric effects to your heart's content. All calculated at beautiful, final render quality directly within the LightWave interface.»
I don't know if it's possible in Carrara.
VDB is relatively new ,. and since Daz3D are more active in NOT supporting or developing any software other than Studio for dummies ,.VDB creation has not been added, or is at this point possible with any Daz3D software
Carrara is sadly lacking in any Volumetric shaders,.. and the ability to create realistic Sub Surface Scattering effects
You can use Blender to create VDB files from particle effects like fire n smoke.
As Wendy points out,. Octane Renderer folr Carrara allows you to open a VDB file,. or sequence.
VDB (Volumetric DataBase)
pity Monolith does not appear to export VBD
Sorry I am late to conversation but just wondering will DAZ not make money with Carrara CAR files with FBX models like spider etc; those models will also be licensed and sold through DAZ only. It will probably encourage people to try Carrara as well. It will also be nice if we can buy licensed music, sounds with more focused animations etc. in DAZ Store for use in indie games and indie movies etc. Just a thought.
So Awesome!!! Very nice landscape!
Agreed. I was actually learning 3D to do just that - make my own stuff.
When I was turned on to Daz3d, I was amazed! I had Poser 5 at the time, which I thought was really cool. Daz3d's products made it even better - and that was (or feels like) a long time ago, before Victoria 4.
Now we have so much more than we had even then, which really wasn't all that long ago, which just goes to show how many passionate artists we have out there willing to sacrifice ther time to make compatible products. It's Sweet!
I love and respect (and stare at in awe) your awesome topology, FifthElement! Forever a fan = me!
That's actually kind of the point I was trying to make. When you say "Spider, etc.," I'm talking about the fact that, if we wanted to do Carrara rigged figures and sell them through Daz3d, we wouldn't really want to try and compete with Daz3d's human figures.
For one, their human figures are already really well made and work pretty darned good in Carrara. So it might be more fortuitous to actually support those figures rather than compete with them.
For another, if we did try to compete with their humans, would they really be interested in publishing them? They actually might. Predatron's figures are very well recieved.
So take what I've been saying for what it's worth only... just offering opinions. For me, I'd far rather buy a few morph packages for one of the generations of Daz3d human figures than to design my own. And if I were to want to sell a specific human model, I would personally rather do that via supporting a Daz3d figure than start from scratch - but that's me.
Rigging is one thing, but weight maps are another entirely. If this sort of stuff is in the realm of things that one likes to do, go for it and do it. Daz3d might just publish it for you. Carrara does have the stuff to be able to further support your creations with supplemental items like clothing and hair, etc., I've never done it myself, but I've seen results from when Wendy would import clothing as an obj and have it follow the skeleton of something else. I have a feeling that this is Carrara's form of 'conforming'?
I've seen some amazing modelers here within the Carrara community, so I know it 'could' be done.
Absolutely. Did you put this in the Free Software thread? Looks great for those whom might like to work like that!
(hmmm... I guess Vimeo links don't work in this forum anymore, eh?)
https://www.daz3d.com/forums/discussion/163506/images-from-facebook-and-vimeo-in-my-past-posts-no-longer-showing#latest
yeah know but nobody seems to care
and not yet though I did download it, not looked, got so much stuff
paradox, using carrara to make stuff for ds, vs using ds to get stiff into carrara lol
It's a great work-flow! Carrara > Daz Studio, then back into Carrara! ;)
Sorry. Sometimes I come to the internet in a hurry and can only read a few posts and then leave - without leaving comments :( Happens a lot these days :(
LOL! Same boat! It does look fun... but when will I ever get a chance to try moneying with it?!!!
I hope thats a typo Misty as I reckon a few may find Carrara an aphrodesiac around here!
oops
froodian slip
so i revisited the thought... had to make a few of my own to see and understand the process better, inspect and compare existing skeletons to carrara made...
one thing is that we would have to disassociate from our pre-existing poser/studio expectations, that would prolly be the biggest obstacle.
setting up a skeleton is a snap, however im finding it difficult getting info and tutorials on weight painting, or whatever the process is in which we edit and adjust the rig with the mesh. that skill would have to be developed and refined over time, as far as having something marketable, i suppose its not that that is the "goal" per say, but to have a process in which content is created with a set and accepted standard. a structured and established workflow for "good content"...
one advantage im seeing (at least for me) is that figures dont necessarily mean humanoid, so abstracted joint rigs is what i prefer. there is also a lot of "poserizing", a process i have come to dread. i admit, studio-izing isnt half as bad, but havent done figures yet.
i got the makehuman figures into carrara, theyre pretty articulated, but could use some help with the bending to look better. rigged a very old creature creator mesh, and modeled something in hex to rig. the rigging is easy, but next step is to fix the bends.......
other topics to follow =P
~ wait for it ~
what are we waitring for?!? ya lost me there, lol
well I found Carrara rigging FBX exports to most things like Blender better than DAZ rigging and using DAZcollada even imports into DAZ studio!
so I guess we are waiting for you to make some
I recall that I was strugging with weight painting too, so I found my post about it, more importantly, pjotter's reply to my issues and the conversation that follows from the CCMP (Carrara Community Movie Project)
Here's the part of the conversation that I think might be most pertinent
I'm actually up for the challenge... I have some archived figure meshes I can use, they'll work out great as I can simply rework the uvs and not worry so much over modeling as I learn and practice weight painting.