Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Don't suppose you could write it out.... I ran into some interesting issues
AHA, I see, you have to move th camera upwards. Ok that's simple enough, but the zoom isn't right. No matter though. I'll simple render at highest res and then cut it out in photoshop. A little extra work maybe, but nothing particularly difficult.
Jesus, carerra is so much easier to use than bryce 6. Procedural method is a lot better too.
Edit: Is there a way to turn shadows off, or at least soften them a bit? I would like to have the shading, but not so extreme.
Edit: Nevermind, found that too. Daddy lieks!
Edit: God this terrain is fucking sexy. Will post result here. Thanks for the tut behe ;p
Hehe, glad you like carrara, and that you found the tutorial usable. I really didnt want to write it all out, since I felt that carrara is one of those things you just gotta get a feel for. Plus senna asked me how to use it, and his english isnt too great You can set the cameras zoom in the assemble part. Its pictured in the tut. Also, cam doesnt need to be perfectly centered since its isometric.
I really like its shader architecture, but after a while I find the UI really counterintuitive and clunky for the shaders. It really pays off to spice up your heightmap to get the most out of carrara textures.
Only one thing was left out of the tut; Is that you can and should use stupidly high res heightmaps if you want to get the best results. For a 6k by 6k texture, I used a 2k*2k heightmap.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
good to know. I was wondering about that. L3dt was that way in the early days. Only way to get a decent texture out of it was to make the hm the same size as the final texture
I have another map I wanna remake (an oldie of mine ;p), so I'll try a 4096x4096 with it. I love the texturing so much, it's so sexy!
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
I made that same mistake gota, what behe said, you created the iso camer, yes, but you have to go in and select it as the camera you are using. Also, make sure you turn the movie stuff off.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Speaking of, some fairly important info that was left out (I think).
When you're setting up the texture, in the global shader, set the bumpmapping to something very low. By default it's prolly already at something like 0.56 ft. I'm rendering at 0.01ft atm, and this looks effin sexy (thanks for the tip behe!)
Hi, i tried this carara, and i love it :) Makes wonderfull textures in two mouseclicks. However, for some reason ugly horizontal and vertical lines appear within the generated texture. Has anyone encountered the same problem?
1. You didnt set terrain resolution to 4097. 2. Your using an 8bit heightfield. Switch it to 16 bit, upscale the heightmap to 4097, apply 2 pixel wide gaussian blur, and save as .raw. 3. You set the bump parameter too small in one or more terrain shaders (bump size should at least be pixel size)
In 'Output' menu in width and height i must type how big my texture map should be ?
I'm working on 12x12 map and according to guides textue map should be 6144 x 6144 px but when I put this hight and width I can see in Properties box that my map is unbelievably heavy (144 MB before and 108 after rendering. I think its my another question, what can i do to decrase final texture map weight ?
I made my height map in Spring map edit if its important.
Size is ok, will be brought down to about 20 megs when springmapedit compiles it. In output menu, make it a little bigger than 6144, since you will have to crop the result in photoshop.
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