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This step will ask you to do a few basic things so we can proceed to actual teaching in step 2.
The first thing I would like you to do is animate a poser scene. For the purpose of demonstration, I have a file on hand that is used for an animation I am currently undergoing that demonstrates the usefulness of this. One you done this and saved, I like you to import it into Carrara.
What I like you to look at once you have it loaded is in the Render Room on the Tab of Progress/Statistics. Notice how big the total texture size is. In my instance, it is 3.95 Gig! However, now we will show how to take care of that.
Also, don't save as a new file till the very end especially if you are going to store them internally. Once we do what we do, it will make things smaller and easier to load (and render with more memory available)
We have all seen this if you used Transposer and wanted to tweak the texture:
Imagine each of those being one instance of a texture map, which is more than likely what is happening in this case. This can use up an incredible amount of unnecessary resources.
The beauty of shaders is they can be reused. For instance, I could take this Layer List shader, and apply it to a similar figure with success. However, this Layer List is far too massive for people wanting to do animation, in this animator's opinion. However, there is also:
Notice those empty spots. These will override the global shader, but Transposer doesn't utilize them like Native Importer does. Let's change that.
What we are going to do here is taken one of the channels in the Layer List, and make it into an individual shaders. One thing to keep in mind, we are not going to do every single texture as you will only see a benefit with shaders that apply to more than 2 parts. A good example is combining Victoria 3's head parts.
Open the part of the Layer that you wish to create the shader so you can get the multi-channel. If you drag the Layer, you will not get the shader working properly at all. Once you select the multiple channel, drag and drop. You will get a dialog box asking you to name it and such. Woo-hoo, you created a shader.:)
In that Shader Domain area, select the material group you made the shader from step 3. Now, click on the Add Shader Button (not sure of the official title, but that sounds good), and go to the folder that you put the shader you made in Step 3 to select and hit OK.
Now what we will do here is a little different. For me, I am going with V3 head first. So I am going to select scalp, and use the drop down. The reason for this is I want to use the same shader instead a whole new one. Repeat with each head part.
Repeat 3 and 4 till a majority of the body parts (avoid Eyelash, Eyebrow, or anything with special transparency settings, unless you are experienced with those).
We are not out of the water yet as you can see from the picture above. I know I told you adding to the shader domain will decrease it, but as you can see, it increases. This is because there is one more step to do: Remove the Layers from the List.
Select the Top Shader and it will give you the entire list of layers. What I like you to do is click on the trash can. This will delete it, and I want you to do so until anything you put in Shader Domains is not in this list.
See, that is an improvement. And we started at 3.95. Also keep in mind in this scene, I have another Vicky and one Michael, so imagine once I do to them what I did to this one?
Now you may save this file and the proper shaders will be put in, and will help with loading it.
You are probably wondering right now what the method of madness was by creating more shaders? Doesn't that increase things? Yes..and no.
Think of this as one huge project, and someone had given you all the duties of performing all aspects of it. You could do it all yourself, or you can assign specific tasks to a smaller group. Think of the Layer List as you doing all the work of the shaders. It is a tremendous usage of your resources, and you would get tired quickly. Think of Shader Domains as groups of people you use Carrara to hand out the tasks of the Body, Head, Hair, etc. By having one instance of Victoria Headmap shared with those groups instead of several instances for each group decreases the amount of ram needed for the scene.
Thank you, and good rendering.:)