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Carrara - Getting to Know Anything Goos

Anything Goos is a plug-in developed by Digital Cravers Guild. This shader-based plugin allows the detection of the normals of edges to influence the area around those edges. Simply put, this plug-ins allows for basic application of grunge, dirty creases, worn edges, and providers edge selection abilities for other plugins. Because of the nature of this plugin, these characteristics do not require UV wrapping the model nor does it require the use of texture maps to produce good results.

Through-out this tutorial, you will learn some of the basic application of Anything Goos and some advanced, procedural shadering techniques with it.

You will need to download the following files in order to perform this tutorial:

 

1. To begin, load the birdbath.car file into Carrara. You should see the object in Figure 1. This object was made to tailor to the use of this plugin. This is why there are sharp, non-beveled edges and why the bottom face (in figure 1B) is missing.

The missing face was done to make a "parameter" edge. This is one of the features of Anything Goos which we will be exploiting in a further step.

Figure 1.

2. We will need to apply a basic shader to the whole model. Enter the Texture room and apply the following setting to the global channel.

Note: For the time being the first parameteric mapping setting under the layer's list belongs to the "bowl" shading domain. The second parameteric mapping setting is set to "UpperOutside." For the color channel, pick any off-white color.

Figure 2.

3. Select the color channel and change the type from color to mixer by clicking on the drop down menu and selecting Operator > Mixer. You should have the prior color automatically assigned to the first of two shader slots. For the second slot, apply a dark, slightly greenish color. In the blender sub-channel, apply anything goos.

At the moment, you'll notice that much of the object in the preview window is being affected by this plugin. We want only the insider angles to have this slimy, dark appearance. So, uncheck the Outer and Perimeter checkboxes. Reduce the size to be 0.10 inches. Your anything goos panel should look like Figure 3.

Figure 3.

4. While the location of the goos effect is appropriate the straight evenness of the darken edges is not. Anything goos has it's own sub-shader called Noise and place a factual noise into it. Pick the last of the five factual types and change the settings to what you see in Figure 4.

 

Figure 4.

5. At this point you should see an uneven dark edges that mostly follows along the creases in the preview window. We will continue onwards into creating a white worn edge to the outer edges.

In order to create a new mixer when the color channel is while maintain the present mixer as the first spot of the second mixer, we will temporarily use another channel. In the Alpha/Glow/or Reflection channel, apply a mixer operation. Click and drag the color's mixer into the first slot of the Alpha/Glow/or Reflection channel's mixer. Then click on the parenting mixer and drag that back into the color channel.

Select the second slot and apply a white color. In the parenting mixer's blender sub-channel, apply anything goos. On this anything goos properties panel, uncheck the inner and perimeter checkboxes. Additionally, change some of the settings to match Figure 5.

Figure 5.

6. Like before, apply a fractal noise for the newer anything goos' noise sub-channel. Pick the last of the five noise types and adjust the settings as seen in Figure 6.

Figure 6.

7. Currently, we have set up the inner and outer anything goos edges. For a preview of the current progress, refer to Figure 7 below.

Figure 7.

8. In Figure 7, we can notice that the white edges appear very harsh against the off-white color. Instead of changing the color of the white goo, we will adjust Anything Goos' Curve of influence. Select the parenting Anything Goos sub-shader and change the falloff to be of the custom type. Then click on the curve button.

A pop-up dialog box appears allowing you to add points to the graph and move them however you like. Arrange the points into a similar position as of Figure 8.

Note: I checked the smooth checkbox and added one point to the curve.

Figure 8.

9. Another quick look at a rendered images reveils that that white goo is no longer over-powering the texture of the bird bath. This can be seen in Figure 9.

Figure 9.

10. Because the bird bath is normally outside, we would expect to see a large amouth of grunge on the outside area touching the ground. This is where the perimeter checkbox of Anything Goos can be used.

Just like before, we will use another channel's area to make a mixer and transfer the color channel's setup into the first slot of that mixer. Then we will move the new sub-shader back into the color channel. Choose a dark brown color for the 2nd slot of this newest parenting mixer. Apply Anything Goos to the blender sub-channel.

Adjust your settings used for this anything goos to match what is in Figure 10A. In Figure 10B is the custom curve used. Then, apply a fractual noise to Anything Goos' noise sub-channel and change the fractal noise settings to match Figure 10C.

Figure 10A.

Figure 10B.

Figure 10C.

11. Taking another look at a rendered preview of the bird ball shows a nice, dirty-bown stain on the surface where it would normally be touching the ground. This can be seen in Figure 11.

Figure 11.

12. The only thing that this bird bath needs now is a dirty bowl portion. This part of the shader does not use anything goos, but the settings that I used can be seen in Figure 12.

Figure 12.

13. The final rendered image can be seen in Figure 13 below.

Figure 13.