These are some of my first renders using Carrara. Much of it was modeled in Rhino.
This was designed to play with light through the openings in the
ceiling falling on the floor. Then I decided to raise it up and add columns, the
I decided I wanted to carry the stair-stepped theme to the front and back edge
of the arced roof. That turned out to be a very difficult exercise in
visualization. But I am happy to say I stick with it and finally got exactly
what I wanted through a complex process of booleans. The problem is I have
created a monster that can not be shown off completely from any angle. So I will
probably do an animated fly-through once I am happy with the scene. All three
renders are using the same textures, only the lighting has changed. Notice how
different the shader on the arch looks in the two renders on the right. I am
still very disappointed in Carrara's procedural checkers pattern. I tried
several things that Antoine suggested including the idea that the problem was
infinite planes. This floor is clearly not an infinite plane, I turned off light
smart sampling and used the full Raytracer. In the image on the right I am even
at a fairly high angle but the edges of the pattern still look very ragged.
Antoine suggested creating a checker pattern bitmap. That is probably the best
This was meant to be a big awning-like
structure covering a large outdoor dining area like at a state fair but I had
trouble getting the feet to look strong yet at the right scale so now it looks
like a park bench so I rusted it. The shiny version is more to my liking.
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