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
The last Primivol update fixes a bug the animation of the modifiers and has the Taper modifier back. Primivol update for Carrara 7 can be downloaded here. 3 march 09
A major update for Baker: it can now bake real lightmaps using any of the Carrara'rendering engines. Baker update for Carrara 7 can be downloaded here. 17 feb 09
An update for Deeper fixes a problem with the Normal Map renderer and Velout? shaders. 10 February 09
All the plugin updates for Carrara 7 (MacOsX and Windows versions) are available here. 26 January 09
Plugin updates for Carrara 7 Windows are available here. Mac OSX version will follow soon.11 January 09
A few bug fixes for Baker: - normal map are smoothed on their sides. - light maps were not working in the previous update, they're back. - Baking Enhance:C shaders from Digital Carver Guild is now possible. Baker update for Carrara 6 can be downloaded here. 03 January 09
Primivol is a set of 4 volumetric primitives for Carrara. It contains a Fire primitive, a Cloud one, a Smog and a Rising Smoke. But these 4 primitives are in fact some build in presets of a far more generalist volumetric renderer. Primivol can render any 3D shader as a volumetric primitive, and can alter their shape with a set of modifiers and ramp-off functions. Lighting, self-shadow, density, color and many other parameters are accessible through the interface and can be precisely adjusted and animated.
An evaluation version can be downloaded following the Try Primivol links at the top of this page. In evaluation mode, a red and a green sphere will be renderered in 2 corners of the primitives, and the primitives will only render a limited number of pixels, until Carrara is restarted.
All the documentation is available through the tooltips, so the description here is just a few points to know before starting building complex volumes.
All these primitives share the same rendering engine and so have a common UI for their settings. This common part is divided in 3 panels:
1 The General Panel
This panel is used to set the quality, the 3D shape, the self shadow and the modifiers on the volume. The Quality setting and the self shadow setting influence directly the rendering speed. The self shadows are pre-computed so when a volume with self shadows is rendered, some time is needed before rendering the first pixel. The rest of the rendering will be as fast as a regular rendering. Note that only distant lights (sun and moon light included) have an effect on the self shadows. To get projected shadows, the light must use raytraced shadows. Shadow Buffer works only with faceted primitives. The 3D shape of the volume is set with one of the 4 build-in noises, or with any 3D shaders of the scene. So for example all the Velouté noises can be rendered as volumes. The deformers work like Carrara ones, and can be stacked one over another. The basic version contains 9 deformers (Bulge, Noise, Punch, Scale, Shift, Stretch, Taper, Twist and Wave), but more can be added later.
2 The Ramp Off Panel
This panel controls the way the intensity decreases with distance. 6 presets are available, but custom preset can be build using the 16 ramp off functions in the right part of the panel.
3 The Color Panel
By default, the color is chosen in a color gradient determined by the local volume density. But the color can also be set using ramp off functions (here too 6 presets are available) or with any 3D shader of the scene.
4 The custom panels
Each primitive has its own panel with its customs settings.
Here are the 4 basics primitives rendered with their default settings: Fog, Rising Smoke, Cloud and Fire.
5 Render through mesh
Primivol can also renders volumetric primitives using any mesh from the scene to delimit its shape. The short movie here shows an animated fire primitive using a text primitive to determine its shape.
Here's another render of the same primitive in a less compressed file format. The volumetric primitive and the text primitive used to shape it are render side by side.
To choose the mesh from the ones available in the scene, there's a new popup menu in the Ramp Off panel of the primitive. The Smoothing slider beside gives some control on the drop of density when the gas is near the sides of the mesh.
The mesh shape can be combined with the other ramp off options. To see only the mesh shape, all the other ramp off options must be unchecked (the 1st preset does it).
6 Sample Primitives
A fiew Primivol samples are available from the download page.