Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)

14445474950

Comments

  • Bunyip02Bunyip02 Posts: 8,569
    edited June 20

    Sydney Bridge for DAZ Studio - https://www.daz3d.com/sydney-bridge-for-daz-studio

    Monitor screens are rendering black in Carrara, teleporter walls are also black. Had some show by ticking Wrap V values in UV Mapping.

    EDIT - got the Teleporter wall to work when I updated it's shader with the texture.

    Sydney Bridge Wrap Y.png
    2627 x 1036 - 388K
    Sydney Bridge Wrap Y b.png
    2631 x 1031 - 1M
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,569
    edited June 20

    Bunyip02 said:

    Sydney Bridge for DAZ Studio - https://www.daz3d.com/sydney-bridge-for-daz-studio

    Monitor screens are rendering black in Carrara, teleporter walls are also black. Had some show by ticking Wrap V values in UV Mapping.

    EDIT - got the Teleporter wall to work when I updated it's shader with the texture.

    SOLVED

    I opened the Sydney Bridge in DAZ Studio (that plugin for Carrara that they have to give away for free)

    Saved it as a Scene Subset.

    Opened the Scene Subset in Carrara.

    Applied my saved Shader to the Multiple Shading Domains in the Shading tab

    Opened the model in the Model room

    Went to UV Mapping - Unticked the Wrap U values

    Back to the Assemble Room, test render, everything now works !!!

     

    Sydney Bridge Wrap U.png
    3462 x 1028 - 924K
    Post edited by Bunyip02 on
  • BrianP21361BrianP21361 Posts: 808

    This one has me baffled. I'm trying to use Auguste Clown. It works fine in Studio an so do all the parts in Carrara except the pantaloons. The skeleton is visible, but the pantaloons are invisible. If I go into the model room they are visible. I've tried changing every visibility setting, creating new shading domains and changing the shaders. It's still not visible. Fiunny thing is is I select "Actor" and detach the skeleton the pantaloons become visisble. Any ideas?

    Thanks in advance.

    Screenshot 2024-07-06 at 5.50.41 PM.png
    4630 x 3176 - 1M
    Screenshot 2024-07-06 at 5.51.10 PM.png
    4648 x 2820 - 1M
    Screenshot 2024-07-06 at 5.51.37 PM.png
    4624 x 3170 - 2M
  • Bunyip02Bunyip02 Posts: 8,569

    BrianP21361 said:

    This one has me baffled. I'm trying to use Auguste Clown. It works fine in Studio an so do all the parts in Carrara except the pantaloons. The skeleton is visible, but the pantaloons are invisible. If I go into the model room they are visible. I've tried changing every visibility setting, creating new shading domains and changing the shaders. It's still not visible. Fiunny thing is is I select "Actor" and detach the skeleton the pantaloons become visisble. Any ideas?

    Thanks in advance.

    This has produced results on a few invisible items -

    Open the model in the Model room

    Select it

    Go to UV Mapping - Untick the Wrap U values

  • BrianP21361BrianP21361 Posts: 808

    Thanks Bunyip. That was one of the first things I tried. It didn't work. 

  • Bunyip02Bunyip02 Posts: 8,569

    BrianP21361 said:

    Thanks Bunyip. That was one of the first things I tried. It didn't work. 

    Drats ....

    Hopefully Wendy might pop in with a few ideas !!!

  • BrianP21361BrianP21361 Posts: 808

    That would be great. She always seems to solve my issues. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,186
    edited July 7

    afraid I don't own this so no idea, I suspect it may be something weird like being a geograft hiding the figure underneath

    or try turning limits off or smoothing on in vertex room

     

    Post edited by WendyLuvsCatz on
  • StezzaStezza Posts: 8,049

    I can't find that product in the store by that name... enlightened

    link anyone?

  • StezzaStezza Posts: 8,049
    edited July 8

    you know, I was thinking to myself I wonder if it's over at Rendo with Ross.. laugh

    anyways... thanks

    I wonder if it has anything to do with 

    5 textures for pants or coat buttons (plus on or off)

    14 elements for L.I.E. layered clown makup

    which would be in the texture room, I may buy it just to see why..... 

    but can you post a screenshot of the items shading setup to see if anything needs adjusting.. enlightened

    Post edited by Stezza on
  • StezzaStezza Posts: 8,049
    edited July 8

    also with the model selected check if any extra tabs appear in the scene menu eg. Parameters

    that could be there to turns things on and off 

    I'll use Blank Boi as an example

    Screenshot 2024-07-08 121015.png
    726 x 681 - 128K
    Post edited by Stezza on
  • BrianP21361BrianP21361 Posts: 808

    Stezza.

    Here's a screen shot of the shader tree in Studio and Carrara. I don't see anything in Carrara that could turn on/off visibility.I didn't try to use the makeup in Carrara. I just edited G8M textures with the makeup. 

    Thanks again for your help.

    Screenshot 2024-07-07 at 11.00.11 PM.png
    1010 x 3328 - 2M
    Screenshot 2024-07-07 at 11.00.20 PM.png
    934 x 3324 - 2M
    Screenshot 2024-07-07 at 11.00.36 PM.png
    956 x 3288 - 2M
    Screenshot 2024-07-07 at 11.00.44 PM.png
    902 x 3348 - 2M
    Screenshot 2024-07-07 at 11.05.10 PM.png
    842 x 2594 - 272K
    Clown G8M.png
    1500 x 1125 - 324K
  • StezzaStezza Posts: 8,049
    edited July 8

    I went and bought it... very puzzling enlightened

    I ended up in DS and exporting the pants as an OBJ file... new scene load G8 and import the OBJ and then I transferred the bones from G8 to the pants OBJ.. then adjusted the weight painting and removed G8 and saved the pants as a scene subset... the other bits of clothing I loaded into DS converted the weight painting and saved individually as saving the lot crashes Carrara on load.

    Clown.png
    800 x 600 - 263K
    Post edited by Stezza on
  • StezzaStezza Posts: 8,049
    edited July 8

    clown face textures I created in PSE combining several layers of the clown paint that comes with the product then manually applying in the texture room

    Clowns.png
    800 x 600 - 639K
    Post edited by Stezza on
  • BrianP21361BrianP21361 Posts: 808

    Stezza,

    Thanks for the herculean effort. Exporting as an obj was going to be my last resort since I don't have a lot of experience with it in Studio. I figured I'd reach out here first. I'll try to recreate what you did. I guess it's the only way to get this product to work. Since the pants are loose fitting, the weight painting won't have to be that exact. 

    Brian

  • StezzaStezza Posts: 8,049
    edited July 9

    BrianP21361 said:

    Stezza,

    Thanks for the herculean effort. Exporting as an obj was going to be my last resort since I don't have a lot of experience with it in Studio. I figured I'd reach out here first. I'll try to recreate what you did. I guess it's the only way to get this product to work. Since the pants are loose fitting, the weight painting won't have to be that exact. 

    Brian

    this is fun... been doing some experimenting in DS

    load the Pantalones in DS and activate the bone tool... delete the foot metatarsals and then convert the weight painting and 'save as' support asset/figure/prop and browse to the Cybertenko folder and rename the file to something new... I used the original filename plus 'for Carrara' ie.. Auguste Pantalones for Carrara 

    I then added compatibility in the export settings for Genesis 8 as it wasn't originally selected and left the rest as is...

    In Carrara load up G8 fro Carrara and then add the Pantalones you just created to the figure...

    Voila... and there it is complete with morphs.

    I did these same steps a long time ago for the 3dUniverse cockroaches to get to load up and work and thought why not try the same for these. I don't know why it does it but it's an easy work around.

    Screenshot 2024-07-09 132006.png
    965 x 1008 - 350K
    Screenshot 2024-07-09 132655.png
    1160 x 597 - 370K
    Post edited by Stezza on
  • Bunyip02Bunyip02 Posts: 8,569

    Thanks Stezza !!!

  • BrianP21361BrianP21361 Posts: 808

    Stezza. That's amazing. You rock! Thanks very much. I can't wait to try it. I'm sure I'll have some questions. I'm not very Studio savy. 

  • StezzaStezza Posts: 8,049

    BrianP21361 said:

     I'm not very Studio savy. 

    neither am I lol yes 

  • StezzaStezza Posts: 8,049

    BrianP21361 said:

    Stezza. That's amazing. You rock! Thanks very much. I can't wait to try it. I'm sure I'll have some questions. I'm not very Studio savy. 

    I managed to get it to fit Genesis as well wink 

  • BrianP21361BrianP21361 Posts: 808

    Stezza,

    Thanks again. That worked great! I would never have figured it out. 
    Brian

  • DiomedeDiomede Posts: 15,161

    Thanks, Stezza.  I vaguely remember one of the problems that Carrara had with loading Genesis 3 and 8 directly had to do with a filename in the feet.  Maybe your steps working is related.  Or maybe not.  Either way, thanks.

  • Bunyip02Bunyip02 Posts: 8,569
    edited August 12

    Mec4D The Aviatrix for Genesis 2 Female(s) - https://www.daz3d.com/mec4d-the-aviatrix-for-genesis-2-female-s

    When loading the wings to the figure just as you would a piece of clothing an Error message came up. After this trying to load any other clothing just resulted in Carrara hanging needing CTRL-Alt-Delete to escape.

    Solution - Loaded G2F into DAZ Studio and applied the flying pose to G2F.

    Next I fitted the wings to G2F.

    I converted the Wings to Blended Weight to be sure to be sure.

    Saved the Wings as a Scene Subset.

    Then I loaded the wings scene subset onto a posed G2F figure in Carrara.

    G2F Aviatrix solution to error.png
    2708 x 1042 - 672K
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,569
    edited August 21

    Fletcher Class Destroyer - https://www.daz3d.com/fletcher-class-destroyer

    This model is made up of lots of components.

    Tried converting the Main Hull which is at the top of the directory in DAZ Studio to blended weight.

    When opening in Carrara got an error message. Will be a pain if you have to convert every component to blended weight.

    Tried exporting out of DAZ Studio as an fbx, got an error message.

    Exported out of DAZ Studio as an obj, took a long time and the resultant obj file was 12GB in size !!!

    Looks like this one is for DAZ Studio renders ....

    Andrea ship loaded okay.

    Fletcher WIP error.png
    2622 x 1042 - 1M
    Andrea 1 WIP.png
    2270 x 1031 - 1M
    Post edited by Bunyip02 on
  • Bunyip02Bunyip02 Posts: 8,569
    edited August 21

    Fletcher Class Destroyer - Edit - Tried Collada .dae export from DAZ Studio

    File size 396 MB. Took a while for it to load into Carrara.

    When loaded all of the armament, radar, and fittings were invisible depite being shown as visible in Carrara. Turning them off then back on again worked for some of the items.

    Fletcher 1.png
    1600 x 1200 - 2M
    Post edited by Bunyip02 on
  • therixxtherixx Posts: 123

    I am quite tempted by the Manitou,
    https://www.daz3d.com/manitou
    Which would be a pretty good werewolf, I think. The other ones I see do not seem that convincing...
    Has anybody tried it in Carrara?

  • therixxtherixx Posts: 123

    Well, this guy is also quite convincing, I have to admit...
    https://www.daz3d.com/hh-werewolf

  • therixxtherixx Posts: 123
    edited September 4

    Well, I am happy to say that the HH Werewolf seems to work in Carrara :-)

    Doc1.png
    800 x 600 - 481K
    Post edited by therixx on
  • StezzaStezza Posts: 8,049

    looks good... looking at the fur on the image you may need to untick wrapUV apply the smoothing and maybe apply the fur transmap manually yes

Sign In or Register to comment.