UnderTakr2
04 / 03 / 2005, 04:47 AM
للإسف الشديد يا أخواني الأعضاء ليس لدي وقت لترجمة هذا الدرس الرائع ولكنني نقلته للفائدة
The New Terrains and Skies of Carrara - Carrara Studio 4 Tutorial
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/High_Fliers_480_2.jpg
High Fliers
Carrara Studio 4 has a new Terrain Modeler and Realistic Skies engine. This tutorial will show how these features were used to create the image shown above. We will start by building up the terrain, then add in the other components of the image, before adding the sky and performing the final rendering using Motion Blur.
Several of the screenshots included in this tutorial act as links to larger images. If this larger image doesn't appear at full size, then let your mouse hover over the image and click on the magnification button that appears.
Building the Terrain
Start up Carrara and press CTRL+N to create a new document, and place yourself in the Assembly Room. Add a terrain object to the scene by clicking on Insert > Terrain. This will automatically open the Terrain Modeler. The terrains are built up in layers which are independently adjustable. We are going to use two layers for our terrain, one for the large coarse details, and another for the finer details. Under Filter Layers, click on the Add button. In the Filter box, click on Generator > Straight Mountain. Set the Rendering Quality to a high enough resolution for the level of detail you want. In the 3D Preview, pull back on Track XZ and you should see something like the screenshot below. If you are not satisfied with the overall shape of the terrain, you can click on the Shuffle button to try another random draw. Click on the image to see a larger version.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/TerrainEditor_01_HighFliers_480_80.jpg (http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/TerrainEditor_01_HighFliers_652_80.jpg)
Next we will add the second layer to the terrain. Once again, click the Add button, and select Generator > Straight Mountain. Decrease the Feature Size and Height for this layer as shown in the screenshot below and its larger linked version.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/TerrainEditor_01a_HighFliers_480_80.jpg (http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/TerrainEditor_01a_HighFliers_652_80.jpg)
For this image, the two layers used are the same type of terrain, but many interesting effects can be produced by combining different terrain types and modifying the results with various filters. The layering system is very flexible, and it allows you to change the order in which the different layers occur, which greatly influences the character of the finished terrain.
The Terrain Shader
When you are satisfied with the overall shape of your terrain, and are ready to apply some color to it, click on the icon of the paintbrush in the upper right corner of the screen to enter the Texture Room. The basic terrain shader is shown in the screenshot below. It has some overall Global controls, and individual layers corresponding to Land, Grass, and Snow.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/terrain_shader_01_80.jpg
Opening up the three layers, you can see how they are controlled by the terrain's altitude, slope, and orientation.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/terrain_shader_02_80.jpg
In the screenshot below, the other tabs have been activated to give an idea of the controls available.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/terrain_shader_03_80.jpg
The default terrain shader shown here allows for a wide variety of landscape texturing effects, and experimenting with the settings can lead to some surprising results. The color in each terrain layer's shader can be selected from a simple color wheel, or driven from a complex array of noise functions. In the case of High Fliers, the image at the top of this tutorial, the color for each layer was replaced by images of stone floor tile which had been scanned by a friend, Strike of the UK, who came by the tiles while having his kitchen remodeled.
Setting the Scene
When you are satisfied with the settings for the terrain shader, it's time to return to the Assembly Room and start setting up the rest of the scene. A model of a spacecraft built for an earlier Amapi tutorial was imported and given some basic metal and glass textures. For more information on that model, see the Related Links section at the end of this tutorial. A fire primitive was created and grouped with the spacecraft to create the rocket exhaust. The spacecraft group was then duplicated three times and spread out in the scene to produce the line of fliers. Click the image below to see the full sized version.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/AssemblyRoom_HighFliers_TerrainSel_480_80.jpg (http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/AssemblyRoom_HighFliers_TerrainSel_1024_80.jpg)
Realistic Skies
The new Realistic Sky engine is a volumetric model of the Earth's atmosphere. To access it, select the Scene in the Properties tray at the right side of the screen, and select Realistic Sky from the Atmosphere section as shown below. Click on the Edit button to enter the Realistic Sky Editor.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/AssemblyRoom_RealisticSky_80.jpg
The Realistic Sky Editor has a nice new preview window, as well as controls for the sun and moon positions, and control panels devoted to Atmosphere, Fog, and four Cloud Layers. The Advanced window allows you to accurately set the sun's position for a given time and date and location on the Earth's surface. The image below shows the Editor with the Atmosphere panel active. Click the image to see a full sized version.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RealisticSky_Atmos_480_80.jpg (http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RealisticSky_Atmos_589_80.jpg)
The image below shows the first cloud layer. All four layers may be animated independently.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RealisticSky_Cloud_480_80.jpg
Motion Blur
To add to the feeling of motion, animation was added to the scene and the last few frames were processed to generate Motion Blur. The animation was made to be two seconds long, with the fliers starting out near ground level and moving to their final positions. The Timeline scrubber was dragged to the final frame to make that the current frame, then the Current Frame option was selected under the Render Room's Output tab as shown below.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RenderRoom_HighFliers_CurrentFrame_90.jpg
Since the current frame being rendered was also the last frame in the animation, the Backward Only option was selected for the Motion Blur as shown below. When the rendering process was started, a total of three frames were rendered. These frames were then automatically consolidated into a single image using the Vector Blur option to produce the motion blur. The effect can be subtle as in the High Fliers image, or it can be made very pronounced depending on the amount of motion across the blurred frames and the setting of the Blur Intensity control.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/Motion_Blur_90.jpg
Raytracing Settings
To create the High Fliers image, a lot of test renders were made to get the scene, the textures, and the motion blur to look the way I wanted. These test renders were done using the default Render Room settings, which produced a good quality image that rendered quickly. For the final render, the image quality was increased by adjusting the settings as shown in the image below.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RenderRoom_HighFliers_RayTracing_90.jpg
Wrapping Things Up
This tutorial covered some of the new features in Carrara, and how they were used to produce the High Fliers image. There are a lot of new features and capabilities which will be covered in upcoming tutorials, but those are projects for another day.
The New Terrains and Skies of Carrara - Carrara Studio 4 Tutorial
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/High_Fliers_480_2.jpg
High Fliers
Carrara Studio 4 has a new Terrain Modeler and Realistic Skies engine. This tutorial will show how these features were used to create the image shown above. We will start by building up the terrain, then add in the other components of the image, before adding the sky and performing the final rendering using Motion Blur.
Several of the screenshots included in this tutorial act as links to larger images. If this larger image doesn't appear at full size, then let your mouse hover over the image and click on the magnification button that appears.
Building the Terrain
Start up Carrara and press CTRL+N to create a new document, and place yourself in the Assembly Room. Add a terrain object to the scene by clicking on Insert > Terrain. This will automatically open the Terrain Modeler. The terrains are built up in layers which are independently adjustable. We are going to use two layers for our terrain, one for the large coarse details, and another for the finer details. Under Filter Layers, click on the Add button. In the Filter box, click on Generator > Straight Mountain. Set the Rendering Quality to a high enough resolution for the level of detail you want. In the 3D Preview, pull back on Track XZ and you should see something like the screenshot below. If you are not satisfied with the overall shape of the terrain, you can click on the Shuffle button to try another random draw. Click on the image to see a larger version.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/TerrainEditor_01_HighFliers_480_80.jpg (http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/TerrainEditor_01_HighFliers_652_80.jpg)
Next we will add the second layer to the terrain. Once again, click the Add button, and select Generator > Straight Mountain. Decrease the Feature Size and Height for this layer as shown in the screenshot below and its larger linked version.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/TerrainEditor_01a_HighFliers_480_80.jpg (http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/TerrainEditor_01a_HighFliers_652_80.jpg)
For this image, the two layers used are the same type of terrain, but many interesting effects can be produced by combining different terrain types and modifying the results with various filters. The layering system is very flexible, and it allows you to change the order in which the different layers occur, which greatly influences the character of the finished terrain.
The Terrain Shader
When you are satisfied with the overall shape of your terrain, and are ready to apply some color to it, click on the icon of the paintbrush in the upper right corner of the screen to enter the Texture Room. The basic terrain shader is shown in the screenshot below. It has some overall Global controls, and individual layers corresponding to Land, Grass, and Snow.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/terrain_shader_01_80.jpg
Opening up the three layers, you can see how they are controlled by the terrain's altitude, slope, and orientation.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/terrain_shader_02_80.jpg
In the screenshot below, the other tabs have been activated to give an idea of the controls available.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/terrain_shader_03_80.jpg
The default terrain shader shown here allows for a wide variety of landscape texturing effects, and experimenting with the settings can lead to some surprising results. The color in each terrain layer's shader can be selected from a simple color wheel, or driven from a complex array of noise functions. In the case of High Fliers, the image at the top of this tutorial, the color for each layer was replaced by images of stone floor tile which had been scanned by a friend, Strike of the UK, who came by the tiles while having his kitchen remodeled.
Setting the Scene
When you are satisfied with the settings for the terrain shader, it's time to return to the Assembly Room and start setting up the rest of the scene. A model of a spacecraft built for an earlier Amapi tutorial was imported and given some basic metal and glass textures. For more information on that model, see the Related Links section at the end of this tutorial. A fire primitive was created and grouped with the spacecraft to create the rocket exhaust. The spacecraft group was then duplicated three times and spread out in the scene to produce the line of fliers. Click the image below to see the full sized version.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/AssemblyRoom_HighFliers_TerrainSel_480_80.jpg (http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/AssemblyRoom_HighFliers_TerrainSel_1024_80.jpg)
Realistic Skies
The new Realistic Sky engine is a volumetric model of the Earth's atmosphere. To access it, select the Scene in the Properties tray at the right side of the screen, and select Realistic Sky from the Atmosphere section as shown below. Click on the Edit button to enter the Realistic Sky Editor.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/AssemblyRoom_RealisticSky_80.jpg
The Realistic Sky Editor has a nice new preview window, as well as controls for the sun and moon positions, and control panels devoted to Atmosphere, Fog, and four Cloud Layers. The Advanced window allows you to accurately set the sun's position for a given time and date and location on the Earth's surface. The image below shows the Editor with the Atmosphere panel active. Click the image to see a full sized version.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RealisticSky_Atmos_480_80.jpg (http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RealisticSky_Atmos_589_80.jpg)
The image below shows the first cloud layer. All four layers may be animated independently.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RealisticSky_Cloud_480_80.jpg
Motion Blur
To add to the feeling of motion, animation was added to the scene and the last few frames were processed to generate Motion Blur. The animation was made to be two seconds long, with the fliers starting out near ground level and moving to their final positions. The Timeline scrubber was dragged to the final frame to make that the current frame, then the Current Frame option was selected under the Render Room's Output tab as shown below.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RenderRoom_HighFliers_CurrentFrame_90.jpg
Since the current frame being rendered was also the last frame in the animation, the Backward Only option was selected for the Motion Blur as shown below. When the rendering process was started, a total of three frames were rendered. These frames were then automatically consolidated into a single image using the Vector Blur option to produce the motion blur. The effect can be subtle as in the High Fliers image, or it can be made very pronounced depending on the amount of motion across the blurred frames and the setting of the Blur Intensity control.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/Motion_Blur_90.jpg
Raytracing Settings
To create the High Fliers image, a lot of test renders were made to get the scene, the textures, and the motion blur to look the way I wanted. These test renders were done using the default Render Room settings, which produced a good quality image that rendered quickly. For the final render, the image quality was increased by adjusting the settings as shown in the image below.
http://www.designertoday.com/images/HOWTO/2004/November/Carrara4Terrain/RenderRoom_HighFliers_RayTracing_90.jpg
Wrapping Things Up
This tutorial covered some of the new features in Carrara, and how they were used to produce the High Fliers image. There are a lot of new features and capabilities which will be covered in upcoming tutorials, but those are projects for another day.