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Welcome to Carrara


Welcome


Carrara Overview(Carraraの概要)

Creating Scenes

Carrara’s Rooms


Carrara Interface Elements


Displaying the Carrara Application Windows


Setting up Carrara(Carraraの設定)

Setting Carrara Preferences


Adding Objects

Assemble Room Overview

Working with the Common Tools

Using the Document Window

Using the Working Box
Changing the Grid
Choosing a Preview Mode
Using the Properties Tray
Choosing Interactive Renderer (3D Preview) Settings
Using the Sequencer Tray
Editing Your Scene’s contents

Using Content Files

The Browser Tray

Using the Browser File Menu

Browser Tabs

Using Content and Runtime Folders


Using Environmental Primitives

Creating Terrains

The Filter Layers List
The Terrain Properties
The 3D Preview
Creating a Custom Terrain
Filter Reference
Terrain Shading

Creating Plants

Creating Clouds

Volumetric Clouds
Volume Clouds
Old Volumetric Clouds

Fire Primitive

Creating Fountains

Creating Fog

Creating Oceans


Import/Export

Importing 3D Objects

Poser Native Import
Importing a Poser Character (CR2/CRZ)
Importing Poser Hair (HR2/HRZ)
Importing Poser Lights (LT2/LTZ)
Importing Poser Props (PP2/PPZ)
Importing a Poser Scene (PZ3/PZZ)
Realviz XML Import
SynthEyes(TM) Import
TrueSpace Import
CAD Formats
Other Formats

Exporting 3D Objects

Exporting 3D Objects

VET (Viewpoint Experience Technology) Export
VET Export Options
Getting Results
VET Animators
VET Interactors
Current Limitations

Modeling Objects

Using Primitive Tools

3D Primitive Tools

2D Primitive Tools

Creating Text Objects

Creating Particle Systems

Basic Particle Settings
Advanced Particle Settings
Previewing the Particle System
Shading the Particle System
Working with Particles in 3D View
Using the Blur Object Effect on Particles

Vertex Modeling Overview

Vertex Modeling Concepts

The Vertex Modeling Window

Working with the Modeling Window
Changing Your Point of View
Previewing Objects

Vertex Modeling Basics

Using the Vertex Primitives

Inserting 3D Vertex Objects
Inserting 2D Vertex Objects
Drawing Polylines
Drawing Interpolated Curves
Drawing Curves
Drawing Rectangles
Drawing Circles

Working with Selections

Vertex Modeler Selection Modes
Selection Menu Commands
Deselecting Items
Using the Properties Tray Selection Tools

Working with Vertices and Edges

Welding Vertices
Linking and Unlinking Vertices
Deleting Edges
Deleting Polygons
Detaching Polygons
Advanced Edge Tools

Working with Objects

Transforming Objects and Selections
The Universal Manipulator
Moving Objects to the Drawing Plane
Converting Spline and Metaball Objects
Duplicating Objects
Duplicating Objects with Symmetry
Replicating Objects or Selections
Aligning Objects
Flipping Objects
Checking Object Properties
Editing Selection Properties
Using an Image as a Model

Basic Vertex Modeling Functions

Changing an Object's Definition
Cleaning Topology
Creating and Filling Holes in an Object
Closing a Curve
Extracting Edges from Curves
Modifying the Polygon Normals
Flattening Objects
Adding Thickness to an Object
Offsetting an Object’s Surface
Filleting Vertices or Edges
Using the Bridge Tool
Working With Subdivision Surfaces
Symmetrical Modeling
Displacement Painting

Using Morph Targets

Using Morph Targets on DAZ/Poser Figures

Vertex Modeling Techniques

Carrara’s Construction Tools

Extruding Cross-Sections
Dynamic Extrusions
Path Sweep
Lathing with Polygon and Polyline Profiles
Lofting with Polyline Cross-Sections
Creating Organic Models
Ruled Surface
Coons Surface
Gordon Surface
Double Sweep Surface

Using Boolean Operations

Boolean Unions
Boolean Intersections
Boolean Subtractions

Using the Cut Tool

Shading Vertex Objects

Creating Shading Domains on a Vertex Object
Specifying an Object's Mapping Mode
Editing Custom UV Values

Spline Modeling Overview

Spline Modeling Concepts

Choosing a Spline Modeling Technique

The Spline Modeling Window

The Spline Modeler 3D View
The Drawing Plane
Cross-Section Planes
Setting Preferences for the Spline Modeler
Opening the Spline Modeling Window
Working with the Modeling Window
Changing Your Point of View
Previewing Objects

Spline Modeling Tools and Techniques

Spline Modeling Tools and Techniques

Creating Shapes and Objects

Editing Shapes

Breaking Apart Text Objects

Setting Surface Fidelity

Working with Cross-Sections
Generating Intermediate Cross-Sections
Moving Among Cross-Sections
Displaying Cross-Sections
Centering Cross-Sections
Compounding Shapes
Filling and Emptying Cross-Sections
Modeling with Multiple Cross-Sections
Twisting An Object
Adding Bevels to a Cross-Section

Working with the Sweep Path

Drawing a Sweep Path in 3D
Cross-Sections and the Sweep Path
Translation vs. Pipeline
Using Extrusion Presets
Using the Extrusion Envelope
Understanding the Envelope
Using the Envelope
Lathing

Metaball Modeling

The Metaball Modeling Window

The Metaball Modeler's 3D View
The Ghost Menu
Setting Preferences for the Metaball Modeler
Opening the Metaball Modeling Window
Working with the Modeling Window
Changing Your Point of View

Creating Metaball Objects

Setting Surface Fidelity


Putting It AllTogether

Arranging Objects

Adding and Deleting Objects

Selecting Objects

Moving the Hot Point

Viewing and Setting Object Properties

Positioning Objects

Scaling Objects

Rotating Objects

Arranging Objects with Constraints

Arranging Objects Without Modifying its Children

Aiming Cameras and Lights

Aligning Objects

Working with Objects

Jumping into Groups and Editing Objects

Editing an Object in a Different Modeler

Building a Hierarchical Structure

Navigating the Hierarchy
Changing the Structure
Groups and Links
Grouping Objects
Linking Objects

Collision Detection

Working with Master Objects

Creating an Instance of a Master Object
Objects and Masters in the Hierarchy
Master Object Operations

Changing an Object's Symmetry

Duplicating Objects

Replicating Objects

Using the Counter

Modifiers

Applying Modifiers

Basic Deformations

Complex Deformations

Behavior Modifiers

Waves

Smart Pack

Using Formulas in Carrara

Creating Formula Objects

Creating Formula Items

Using Scene Effects

Ambient

Atmosphere

Cloudy Fog
Distance Fog
Realistic Sky
Using the Realistic Sky Atmosphere Editor

Sky

Backgrounds and Backdrops

Adding Sound to Your Scene

Setting Cameras

Cameras for Viewing and Rendering

Creating and Setting Cameras

Creating a Camera
Setting Camera Properties
Carrara's Cameras
The Conical Camera
The Isometric Camera
The Spherical Camera

Working with Multiple Cameras

Positioning and Aiming Cameras

Camera Navigation
Pointing a Camera at an Object
Controlling a Camera Directly

Saving and Using Camera Positions

Cameras and Rendering

Setting Lights

Lighting Concepts

Working with Lights

Carrara’s Light Types

Shadow Options

Positioning and Aiming Lights

Positioning Lights by Dragging
Pointing a Light at an Object
Controlling Lights Directly

Using Gels

Light Effects

Light Cone

Light Sphere

Lens Flare


Working with Shaders

Shading

Thinking about Textures as Shaders

What are Shaders?

The Object Surface

The Texture Room

The Shader Tree Editor
Shader Preview Window
Layer Tools

Managing Shaders

Previewing Shading

Learning from Existing Shaders

Shading Objects

Shading an Entire Object

Shading Part of an Object

Objects with Multiple Shading Domains

Layer Shaders

Working with Layers

Layering: How Layer Shaders Interact

Mapping Shaders

Texture Maps

Modifying the Default Shader for a Scene

Creating and Editing Shader Trees

Shader Structure and Content

Shader Tree
Shader Channels
Shader Components
Basic Components
Operators
Function Components
Lighting Models
Mapping Components
Layers List Component
Using Other Components as Functions

Building and Editing Shaders

Shader Recipes

Shader Channels Reference

Color

Alpha

Highlight and Shininess

Bump

Reflection

Transparency

Refraction

Glow

Subsurface Scattering

Displacement Mapping

Shader Transforms

Shader Components Reference

Color Pickers

Choosing Components

Common Shader Components

None
Color
Color Gradient
Flash Shader
Index of Refraction
Single Channel
Texture Map
Value

Operators

Functions

Pattern Functions
Bricks
Caution
Checkers (and Stripes)
Formula
Gradient
Plank Shader
Psychedelic
Scanlines
Spherical Gradient
Squares
Tile
Wires
Natural Functions
Terrain Distribution
Projection Mapping
Environment Functions
Slope
Elevation
Noise Functions
Fractal Noise
Noise
Noise Factory
Turbulence
Hair

Layer Components


Animating

Animating

What is Animation?

Animation Principles

Simplifying Your Scenes
Motion and Timing Principles

Key Frame Animation

Animation Features of the Sequencer Tray

Hierarchy List
Frame Rate Selector
Time Information
Elements of the Time Line
The Time Ruler
The Current Time Bar
Time Scale and Frame Rate

Key Frames and Tweeners in the Sequencer Tray

Overlapping Key Frame Markers

Animation Preview Controls

Animation Preview Tips

Storyboarding

Features of the Storyboard Room

Creating Explicit Key Frames

Adding Key Frames
Editing the Time Line
Editing Key Frames
Using Tweeners
What is a Tweener?

Graph Editor

Mini-graph Editor
Graph Editor
Editing Key Frames in the Graph Editor
Editing Tangents

Additional Animation Features


Animation Techniques

Explicit Motion Method

Animating with Rotation
Duplicating Relative Motion with Groups
Rotoscoping

Motion Paths

Non-Linear Animation

Creating an Animation Group
Track and Clip Menu Commands
Using NLA Tracks
Using NLA Clips

Physics

Physics and Key Frames
About Key Frames in Physics
Applying Physics to an Object
Adding Forces to the Scene
Physics Settings

Animating in Other Rooms

Animating an Object's Shape
Animating an Object's Shape
Animating Vertex Objects
Animating Metaball Objects
Animating Environmental Primitives
Animating Object Motion

Animating Shaders

Animating with Modifiers


Character Animation

Working with Bones

Working with Joints

Working with Skeletons

Inverse Kinematics

Tracking an Object
IK Terminators
IK Chains
IK Target

Editing the Bones Influences

Using the Weight Painting Tool
Editing the Influences Over One or Many Vertices

Dynamic Hair and Fur

About Dynamic Hair

Step 1: Add Hair to an Object

Step 2: Create Hair Groups and Grow Regions

Step 3: Assign General Hair Properties

The Hair Toolbar and Tool Tab

Symmetrical Hair Styling
Common Tool Settings
Density Add Tool and Density Remove Tool
Density Paint Tool
Hair Length Tool
Brush Tool
Straighten Tool
Hair Cut Tool
Push Tool
Smooth Tool
Curl Tool
Clump Tool
Reset Shape
Even Hair Segments
Drape
Symmetrize
Paint Selection Tool
Add Guide Hair Tool
Remove Guide Hair Tool

Dynamics Tab

Assemble Room Hair Properties

Using Hair Shaders and Presets

Creating Hair on a Human Figure


Rendering

Rendering

About Rendering

Using the Render Room

The Render Tray
Batch List
The Properties Tray
Rendering the Current Scene
Rendering from a Batch List
Rendering Preferences

Network Rendering

Using Post Render Filters

Rendering with an Aura
Rendering with Glare
Motion Blur
Cartoon Rendering
Rendering Effects
The Rendering Procedure

Enhancing the Rendering

Speeding up Rendering

Selecting Output Settings

G-Buffers

Choosing Movie Compression Settings

Rendering Statistics


Rendering Engines

Draft Renderer

Photorealistic Renderer

Ray Tracing Settings
Gamma Correction
Global Illumination
Caustics
Misc Settings

Non-Photorealistic Renderer

Overview
Basic Concepts
NPR Parameters

Appendix

Glossary


Tutorials





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最終更新:2008年07月04日 18:15
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