Carrara 4

Introducing Carrara

Welcome to Carrara
New in Carrara 4
Navigating in 3D Space
Introducing the Interface
Introducing the Rooms

Create Scenes and Animations

Exploring the Workflow pt. 1
Exploring the Workflow pt. 2
Creating Images
Creating Animations
Planning Your Project
Exploring the Scene Wizard

Navigating the Workspace

Exploring the Interface
Customizing the Workspace
Using Primitive Objects
Creating Text Objects
Importing 3D Models

Managing Scene Elements

Using the Properties Tray
Using the Sequencer Tray
Using the Browser Tray
Using the Carrara Color Pickers pt. 1
Using the Carrara Color Pickers pt. 2
Setting Up a Scene pt. 1
Setting Up a Scene pt. 2
Moving Scene Elements
Scaling Scene Elements
Rotating Scene Elements
Aligning Scene Objects
Distributing and Spacing Objects
Changing Your Viewpoint
Working with Multiple Views
Changing Preview Quality
Modifying the Working Box

Using the Cameras

Using the Director's Camera
Using the Conical Camera
Saving Camera Positions
Using the Isometric Camera
Using Multiple Cameras

Lighting Your Scene

Setting Up Scene Lighting
Setting Light Properties
Aiming Lights
Using the Bulb Light
Using the Spot Light
Using the Distant Light
Using the Shape and Tube Lights
Using the Anything Glows Light
Creating Special Lighting Effects pt. 1
Creating Special Lighting Effects pt. 2
Creating Special Lighting Effects pt. 3

Modeling with Modifiers

Using Modifiers
Distorting Objects
Using Complex Deformers pt. 1
Using Complex Deformers pt. 2
Using Basic Deformers

Using the Spline Modeler

Introducing the Spline Modeler
Creating Shapes
Choosing Extrusion Settings
Working with Cross Sections
Working with Extrusion Presets
Creating a Drinking Glass
Working with Multiple Shapes
Beveling a Shape
Spline Modeler Tips and Tricks

Using the Vertex Modeler

Introducing the Vertex Modeler
Creating Vertex Objects
Using the Polyline Tool
Extruding/Sweeping/Lathing Vertex Objects pt. 1
Extruding/Sweeping/Lathing Vertex Objects pt. 2
Lofting Vertex Objects
Boolean Modeling
Modeling Vertex Objects
Other Vertex Modeling Techniques pt. 1
Other Vertex Modeling Techniques pt. 2
Vertex Modeler Tips and Tricks

Using the Meta-Ball Modeler

Introducing the Meta-Ball Modeler
Working with Meta-Ball Primitives
Creating a Meta-Ball Model pt. 1
Creating a Meta-Ball Model pt. 2
Meta-Ball Model Tips and Tricks

Creating Terrains

Creating Terrain Objects
Generating a Terrain pt. 1
Generating a Terrain pt. 2
Modifying a Terrain
Creating Trees
Creating Bodies of Water
Elements Shaders
Generating a Sky pt. 1
Generating a Sky pt. 2
Generating a Realistic Sky pt. 1
Generating a Realistic Sky pt. 2

Texturing Your Models

Introducing the Shader Browser
Working with Preset Shaders
Working with Master Shaders
Editing Object Shaders

Creating Custom Shaders

Introducing the Texture Room
Working with Shader Components pt. 1
Working with Shader Components pt. 2
Combining Components with Operators
Using the Pattern Functions pt. 1
Using the Pattern Functions pt. 2
Using the Natural Functions
Exploring Other Shader Components pt. 1
Exploring Other Shader Components pt. 2
Exploring the Shader Channels pt. 1
Exploring the Shader Channels pt. 2

Using Shader Layers

Adding Shader Layers
Adding Surface Relief
Applying Labels to Objects

Advanced Shading Techniques

Understanding Mapping Modes
Working with Texture Maps
Using Multi-Channel Mixers
Creating Realistic Shaders
Creating Textures with Video Files
Creating Marble
Creating Glass
Shading Terrains

Adding Special Effects

Creating Fire
Simulating Fog
Creating Clouds
Creating Fountains
Generating Particles pt. 1
Generating Particles pt. 2

Animating a Scene

Understanding Animation
Animating with Keyframes
Using Tweeners pt. 1
Using Tweeners pt. 2
Using Tweeners pt. 3
Animating with Motion Paths pt. 1
Animating with Motion Paths pt. 2
Animating with Physics pt. 1
Animating with Physics pt. 2
Animating with Modifiers
Using Object Behaviors
Animating with the Storyboard Room

Character Animation

Using Motion Constraints pt. 1
Using Motion Constraints pt. 2
Creating an IK Chain
Animation with Bones pt. 1
Animation with Bones pt. 2

Rendering a Scene

Choosing a Render Engine pt. 1
Choosing a Render Engine pt. 2
Choosing an Export File Format
Setting Up and Optimizing the Render
Rendering and Exporting the Scene
Rendering and Exporting an Animation
Batch Rendering

Using Carrara with Other Software

Exporting Models
Post Render Editing
Editing Animations Post Render
Carrara Plug-Ins

Conclusion

Carrara Internet Resources
Where to Go From Here?

Credits

About this Author