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Carrara 6
T he Gimp
IRFanView
Introduction
T his tutorial is designed to let you get more out of your figures and introduce you to more advanced skin settings. It will also teach you some ways to reduce the
overhead of your Carrara scenes when using DAZ Content. IRFanView is free and available from http:///www.irfanview.com/ T he Gimp is also free and available from
http://www.gimp.org/
A. 1. Load the texture map into the bump channel and adjust the settings.
A. 2. T hese will generally have to be set higher than the same settings for a Bump Map. (Roughly twice as high.)
D. Set intensity.
A. For something that is, in general, supposed to be shiny set the highlight to color and a light gray. T hen set shininess to the desired level.
B. For things that are supposed to have some highlights, like general skin, create a highlight map. this is accomplished by the following steps.
B. 1. Load the bump map into Gimp. (If you don't have one create one according to step 1.)
B. 4. Save the picture and then like a bump map or texture map load it into the highlight channel.
B. Reduce a highlight map (if any) in size as accuracy is not as essential, so the long side is in the neighborhood of 1024 or even 512.
C. Use IRFanView to reduce all of your texture maps, especially for figures that are not in the foreground of the picture.
C. 5. Make sure the use advanced options box is checked and push the use advanced options button.
C. 6. Set the change size with the long size to something like 2048, larger or smaller depending on your actual needs. Make sure you have the do not enlarge smaller
images box checked. Hit OK.
C. 7. Make sure you are set for jpeg output with the proper settings, (I usually recommend 85 to 95% compression.)
C 8. Push Start.
D. You can now swap these textures out for the full size ones in your shader trees.
Step 6 - Conclusions
You can use each of these techniques alone or together to give you more options and more realistic skin and/or lower overhead for your renders. You should use these
techniques after consolidating the shaders per texture map as you are able making the changes easier to accomplish.
Remember that much of the techniques for skin and other materials is highly dependent on lighting in the scene. test rendering is required to get the best effects.
Enjoy Carrara.
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