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Here's another research test with the 4483 - AT-AT set. The capture from LDD via SimLab Composer to MODO will take just a few minutes. If I had a prepared scene with setep materials I just would import, do some adjustements and then I am ready to render. The method is great to get nice renders from LDD models but the limited geometry will not deliver the right material for realistic renderings with all details. Some parts may cause shading issues like the bigger part at the head of the AT-AT.

4483_AT-AT_v03_HD.jpg

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It's unfortunate that LDD doesn't have the minifigure prints. But the lighting in this picture is fantastic! The whole thing looks so realistic. It's getting hard to tell the difference between real and digital models these days.

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The textures are there and will be captured to the 3dxml format but unfortunately SimLab Composer can't read and convert them.

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Here's a test with the 8110 - Mercedes-Benz Unimog Technic Set.

Directly captured from LDD.

pros

- you get 100% what you see

- very fast and uncomplicated method to convert even complex models

- correct colors

- fast render times in MODO

cons

- LDD models are low-poly only

- no studs with LEGO logos

- SimLab Composer will merge pieces randomly by color (will report this to the developer)

- shading issues of round faces due to tesselation (not a general bug): slightly diagonal reflections/highlights (happens because the capture can't get a proper normal map)

Conclusion: great method to catch everything 100% directly from LDD to create nice renderings.

Click on picture for 4K.

8110_Mercedes-Benz_Unimog_v03b_HD.jpg

Edited by virtualrepublic

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Another Test:

- HDR map rotated for backlight

- rounded edges thicker

- material less glossy reflective

- most diagonal edges deleted

Tires are too reflective now. Usually the standard plastic is very reflective when you analyse shot close-ups. The glossy reflection on the floor wouldn't really happen.

8110_Mercedes-Benz_Unimog_v05b_HD.jpg

Edited by virtualrepublic

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But, why haven't you used an LDraw model if the LDD parts are of lower quality and even doesn't have some parts?

For example, here is a model with all the stickers and pneumatic tubing too.

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But, why haven't you used an LDraw model if the LDD parts are of lower quality and even doesn't have some parts?

For example, here is a model with all the stickers and pneumatic tubing too.

Because I am just testing different methods atm. The LDRAW method is more time consuming on bigger models. The LDD method extremely fast.

I will also try these models. Thanks for the link. *:-)

Edited by virtualrepublic

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I cleaned up the LDR of the Unimog. LDView shows no missing parts. But Blender will not import it (what usally happens when some parts are in the file but missing).

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It's unfortunate that LDD doesn't have the minifigure prints. But the lighting in this picture is fantastic! The whole thing looks so realistic. It's getting hard to tell the difference between real and digital models these days.

LDD has the rebel pilot print for the torso and head. Maybe it wasn't on the model used or virtualrepublic method doesn't render printings for now.

If you ever want to test some big models, I have this baby:

9717610509_ab12be7394.jpgZenith escort cruiser by BobDeQuatre, on Flickr

And I have both LDD renders and real pictures to compare to your render :wink:

LDD file here

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But, why haven't you used an LDraw model if the LDD parts are of lower quality and even doesn't have some parts?

For example, here is a model with all the stickers and pneumatic tubing too.

Those models can be shown in LDView and MLCad but the loader in Blender fails because it's using LSynth data. I tried to move the .dat files into the /parts folder but it doesn't work.

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If the lsynth parts (LS22.dat and LS23.dat are used here) are in your LDraw/parts folder they should be found without problem. They are regular LDraw parts, the thing that makes them different is their usage: while regular parts are used at 1:1 scale (possibly mirrored), LSynth parts are scaled anisotropically. Maybe that's what causes problem with Blender importer?

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The Unicode error is caused by the LS22.dat:

0 Author: Fredrik Glöckner

if you change the "ö" to "oe" it's solved *:-)

I am importing now the Unimog with LDRAW models and LEGO logos. Stay tuned.

Edited by virtualrepublic

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Ah - yes... LDraw official parts now use utf8 so this should never occur. But Lsynth part have not been put on Parts Tracker...

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Hi, I am trying to render a different way than the ldd2povray way and I am very interested in the rendering you do Virtualrepublic. I have tried to find a post or the red line in how you do it, but can you tell me if you have written something like a step by step guide in how you do things, including the right software and steps? If there is already a post about it, I am sorry, but I was unable to find it. If so, please point me in the right direction. Your renderings look simply awesome!

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Hi, I am trying to render a different way than the ldd2povray way and I am very interested in the rendering you do Virtualrepublic. I have tried to find a post or the red line in how you do it, but can you tell me if you have written something like a step by step guide in how you do things, including the right software and steps? If there is already a post about it, I am sorry, but I was unable to find it. If so, please point me in the right direction. Your renderings look simply awesome!

Hi, thanks. I am actually doing more and more tests. The next step will be to create template scenes with all the LDD materials and colors and one template with the LDRAW colors. The goal is to convert any model from LDD and LDRAW, load it into MODO and the model is immediately ready to render. When I have finished my research with satifying rsults I will probably do a tutorial. Actually I lack of time because I run an animation studio, I am a father of two kids and I need to focus on the important things first. *:-)

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Thanks! I am a patient man so by all means, take your time, your prios are well chosen! :-)

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