Two updates available today: one for ArchiTools that fixes a bug with shading domains being multiplied; one for Baker that fill properly the alpha channel of normal and light maps. 6 January 13
ArchiTools latest update fixes some level related bugs (undeground levels, undo/redo). 1 January 13
Baker latest update fixes an issue with flipped normals in Baker's shader. 4 November 12
This new update for ArchiTools fixes issues with tessellation and UV mapping. 16 September 12
A new update for ArchiTools can be downloaded here. It adds the possibility to change the font size of the measurements in the plan view. 29 July 12
Inagoni announces a drastic price reduction: a 50% price cut on all its Carrara plugins. 8 May 12
ArchiTools:
$89 => $44
Velouté:
$57 => $28
Primivol:
$45 => $22
Baker:
$35 => $17
Shaper:
$25 => $12
Deeper:
$15 => $7
Replica:
$35 => $17
Swap:
$10 => $5
A new update for ArchiTools can be downloaded here. It fixes a few bugs and adds a tool to replace a Wall by a Wall With Crenel. 29 December 11
Primivol can now render several overlapping volumetric primitives. Primivol update for Carrrara 8 can be downloaded here. 21 August 11
An update for Shaper adds multiselection and rotation/scaling capabilities on the handles of the deformer. Shaper update can be downloaded here. 03 June 11
Baker can now bake Lightmap using the current rendering camera for the light effects. Baker update for Carrara 8 can be downloaded here. 25 April 11
Tous les plugins pour Carrara 8 sont maintenant disponibles en français. Pour obtenir la version française, il suffit de télécharger la mise à jour ici.23 Jan 11
A new update for ArchiTools can be downloaded here. It fixes an error with Carrara 8.1 when the building modeler is closed.29 Dec 10
Shaper is now available! Shaper brings Free Form Deformer capabilities to Carrara.28 Nov 10
2 video tutorials that explain the basic functions of ArchiTools are available in the Tutorial section.26 Nov 10
A very good review of Primivol was published in the last issue of Carrara 3D Expo. This excellent magazine is freely available online, if you never read it, please have a look at the 5 first issues.28 Sept 10
All the updates for Carrara 8 are now available and can be downloaded from this page. 14 July 10
An important update for ArchiTools on Carrara 7 OsX fixes various crashes during building edition. 16 April 10
A new update for ArchiTools adds the possibily to unfold the UV maps when a building is exported to another modeler. 17 January 10
ArchiTools can now create walls with crenels to quickly build castles. Find more information here. ArchiTools 1.3 for Carrara 7 can be downloaded here. 31 October 09
The last ArchiTools update fixes a bug with the wall gable and a problem when saving and reloading windows and doors objects. The update for Carrara 7 can be downloaded here. 24 may 09
6 free Primivol fire primitives are available for download here. These primitives are all animated (on a 4 second time-lapse). 29 march 09
Surface Baking, sometimes call skinning, is the transformation of an object procedural texture, lighting or surface definition into a traditional texture map. Baker adds these possibilities to Carrara. Using the UV mapping of an object, Baker can extract flat texture maps from any Carrara's shader, giving then the possibility to rework it in other traditional 2D software. You can now start shading an object with any Carrara procedural shader, either 2D (UV mapped shaders) or 3D (solid shaders) and then add details to it in your favorite 2D software.
Baker can also bake lightmaps and normal maps: rendering time can be dramatically lowered by using these technics usually used in real time rendering applications. These maps are also very useful to enhance 3D characters modeled for video games.
To bake an object shader, select first the object in the scene, then choose the menu item Edit->Baking or press Ctrl+F. Note that several objects can be selected at the same time: Baker will generate as many maps as there are selected objects.
3 types of map can be exported. The first one, the Texture Map, transforms one of the shader's channels into a texture map. Look for example at this vase model.
Its shader is made of 3D solid textures, one in the diffuse channel and another in the bump channel. To transform the shader's channels into texture maps, first be sure that the UV mapping of the object is accurate. Baker uses the UV map to transform 3D shaders into 2D texture maps, so if the UV mapping has flaws, like overlapping triangles, these will be visible in the baked map.
Then in the Baking dialog, select the Diffuse and the Bump channels. The background color is used for unassigned pixels (the UV mapping might not cover all the UV space). If the object has several shading domains, 3 options are available: you can choose to export all the domains into 1 map (Merge Shading Domains), to create a different map for every shading domain (Separate Shading Domains), or to export only 1 of the domains by selecting it in the popup menu.
These maps can then be used as traditional texture maps with the vase shader to speed up the rendering of the object.
The second type of map Baker can generate is the Light Map. The light map is created using the current scene lighting and rendering engine. For versions previous to Carrara 7, the rendering engine is limited to raytracing. But Since Carrara 7 version, Baker can capture any kind of rendering. For example, the caustic effects generated with the Global Illumination render can be baked in a texture map.
First image: a 3D scene showing caustics. Second image: the caustics baked in the ground texture.
The 3rd type of map is the Normal Map. The normals can be computed with or without the bump mapping, and can be determined in global or local space. To read normal maps, Baker includes a special shader named Baker Normal Map. This shader is available in the shading room in the Tools shader category and can read any kind of normal map. A Normal map can be used to store some geometry complexity from a model and reinstitute it as a bump map to a lower resolution one. This way the final object is much faster to compute during rendering time. Here the first rendering was done with a real geometry, the second with a low polygon version of the object and a normal map that countains the details.
Because Baker Normal Map shader can read any kind of normal map, it can also read ZBrush normal maps. Here is a model imported from ZBrush with and without it's normal map:
To read a ZBrush normal map, select the Mirrored option in the Normal Map shader. This type of map create very realistic bump for still object. To animate an object, this normal map need to be converted into a Relative normal map (using Edit->Baker and choosing the Relative option for the normal map).
Baker is available in demo version here. The demo version is full feature with a baking size limited to 128x128.
Differences between Deeper Normal Map shader and Baker Normal Map shader:
The Deeper Normal Map shader and the Baker Normal Map are similar but Baker's is more powerful. Deeper's shader reads only relative (tangential) maps: it uses the information contained in the map to perturb the existing normal on the object. Baker Normal Map can reads relative or global normal map. The global one simply replaces the object's normal by the one contained in the texture. The object normal information are completely erased and a new normal extracted from the map is used instead.
Here are a few links where you can find more information on Normal Maps: