Overview of ShadersEdit
Shaders define or visually describe how (not when or where!) objects appear in your scene. A shader is a set of properties that you define and then assign to objects - surface properties or attributes such as color, texture, transparency, shininess, and roughness. In Carrara, these properties are referred to as channels.
Here is an example, showing the shader settings for "agedcopper" provided by Carrara.
Each object has a master shader.
You have access to 11 different channels (properties) to work with in Carrara. These channels allow you to define a number of different surface properties such as color, texture, transparency, shininess, and roughness.
Refer to the following link to learn more about Carrara's shader channels.
You can set the values for each channel using a number of components. Refer to the following link to learn more about how to set shader channels through components.
Tips and Techniques for Shading ObjectsEdit
The following ideas are important to understand regarding shading objects.
Mix and Match
In most shading situations, and especially while getting the shader basics down, you will likely create single layer shaders (called a multi-channel master shader). But to create more complex shaders, you can also create shader hierarchies - that is, sub-shaders, or shaders within shaders. And anywhere you can place a component, you can also place a shader. These are called shader trees, where each sub-shader is a branch built off it's parent shader.
Any channel can have mixers.
More on How to Shade ObjectsEdit
Daz3D Documentation Support
Carrara 7 User's Guide - pp. xx - xx.
Carrara 8 User's Guide - pp. xx - xx.
The following tutorial provides some basic information about shading.