Help for your Carrara - to - Blender - Cycles adventures


Elsewhere on this wen site you can find a script which lets Daz Studio users export
scenes and render them in Blender, including the use of the Blender Cycles renderer

the Daz script exports the scene as an .obj file and create a python script which is then
used by Blender to load the .obj (scene) and do all the tedious chores needed to make
the scene render correctly.

Since Carrara users also want to render scenes in Blender/Cycles i wrote a blender-python script
which uses the same services ( scripts) as the Daz Studio version

Later in 2013 i'll probably improve on this since the results are not as good as the Daz Studio version

Discussion Thread at Daz3D

How to use it

Today October 31st 2015 i did succesfull tests using the mcjBlendBotForCarrara included in version 3 of mcjBlendBot

my tests were done with the current version of mcjBlendBot :

For the rare case where you use much Older Versions Of Blender maybe you'll have to use --->  mcjteleblender-for-ds1-2-3-4

as of today it contains a new script named

Unzip this file in your Blender modules folder

On a typical Windows PC that's something like

C:\Program Files\Blender Foundation\Blender\2.60\scripts\modules

Use Carrara's Export menu to export your scene as an .obj file

( note that other formats may work )

Use Blender's import / Wavefront menu to import the .obj file

if you try to render the scene using Blender cycles right now, the materials will look wrong

because Cycles expects "node based materials" and the .obj import doesn't create them

Blender usually has more than one "pane"

click on the upper-Left button of a panel, and change the Editor type to "Text Editor"

it should look like this now

Use the "Text" / "Open Text Block" menu and load

which should be found in C:\Program Files\Blender Foundation\Blender\2.64\scripts\modules

if you installed the mcjBlendBot kit properly

Click on the "Run Script"

now mcjBlendBotForCarrara went through all objects in the scene, makes them look smooth

it goes through all the materials in the scene and builds node-based materials

( the material-library system nay also work but i did not test it ... refer to mcjTeleblender's manual )


now there's a sad fact :  the way Carrara exports materials in obj/mtl files is faulty -

Diffuse colors for surfaces with texture-images are not correct, they seem to be

modified to look like the texture-image colors. The color seems to be

picked at random from the texture-image


here's is a carrara scene, imported in Blender as an obj file,
then processed using  mcjBlendBotForCarrara

since Carrara's scene was so gigantic it prevented Blender from displaying it correctly
immediately after loading the obj file, all objects were selected, so i typed "S" for scale
and typed 0.05 which had the effect of scaling the scene down to a manageable size.

I had to change the Diffuse color for the hair since it was dark gray

For the Mirror effect, i deleted the materials, and created a BSDF-Glossy material
with the "Sharp" type of glossiness.

Materials for Aiko3's LCornea and RCornea surfaces were replaced by
BSDF-Transparent materials

in the "World" panel, i created a Background / Environment Texture / Equirectangular  world
and applied an equirectangular environment map from