Renderbricks

Eurobricks Citizen
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Everything posted by Renderbricks

  1. Great screenshots. This is pretty creative ^^
  2. Bluerender needs a "Rounded Edge" shader for bevels.
  3. This looks phantastic!!! The direct obj format from MECABRICKS will not work here. Do you import this into BLENDER first and export it to obj again? I export to Collada without instancing, import into MODO, recalculate smoothing with the Vertex Toolkit and export to fbx. But in MODO you need to turn on all fbx options before: save materials and mesh smoothness. The MECABRICKS models have very small gaps. The rounded corner shader might be a legal problem because Mental Images (Mental Ray) has a patent on this and The Foundry (Luxology) bought this for MODO. I think there was a discussion on the UE4 forums about this. One of my VR team members tested with materials today and it's ofc possible to setup a SSS-shader look. The test with a UE model looked great. You can setup a master shader and use instances of this what is the optimal method.
  4. Just a fast test using .fbx
  5. Amazing. Can you show us realtime captures of your above tests?
  6. This is a new research result of the great Ultimate Collector's Millennium Falcon built with MECABRICKS and rendered with MODO. A huge model with over 5.195 pieces usually slow to handle in 3D. But with Scrub's Collada exporter not a big deal anymore. I am still working on a proper and complete material setup because I am not 100% satisfied yet :-) When I imported the LDRAW version of this model it took over 2 days for splitting the model in groups, importing to BLENDER, exporting to MODO and finally I had to switch to static meshes because MODO can't really deal well with complexity actually. Even the cleanup of the meshes took several hours on a fast DELL machine. With MECABRICKS and my actual material setup this was ready to render from MECABRICKS to MODO in 15 minutes. Good job, Scrubs! Click on picture for 4K version - click on 4K version to zoom in
  7. Hi, this looks quite impressive. I am on holiday atm and can't test this out on my PC. A quick question: would it be possible in theory to export LDD models into another format using the LDD geometry for rendering LDD sets in another 3d app? I have a workflow by using an OGL capture tool what works fine but needs some manual steps. A great format beside .obj would Collada supporting instances sorted by geometry and optionally by geometry and color to keep the scene files small for complex models.
  8. Click on picture for HD.
  9. Click on picture for HD.
  10. Hello LEGO maniacs, I had some time for more LEGO research with MODO. Still not satisfied and working on a more perfect material setup. Scub's BLENDER renderings are fantastic. So clean and nice. Click on picture for HD.
  11. Here's another test from a tricky LDD capture. Thanks to matt_one for the inspiration and info. I wished the LDD meshes had a higher res and there's no easy way to get the LEGO logo onto the studs.
  12. Hi to all LEGO addicts. In my posting "Photoreal LEGO Rendering" I was showing the progress of my research how to render photoreal LEGO with LDRAW and MODO. Finally I could work out to convert LDR models into MODO with all the important details. Here's now the ultimate stress test with the awesome LEGO set 10179. Thanks to DenJansen for the LDD file. The model will take the full 32 GB RAM of my DELL. The scene is extremely slow and needs a lot of patience to setup. The next release of the LDR converter I use might support instances of objects what would make a great difference to load such a complex model with over 5.000 parts. The rendertime for each picture in 8K resolution was 1 hour what is pretty fast for this level of quality and detail. Looking closer now the model has some issues I probably will fix like the right side of the cockpit or the MiniFigs. Click onto the pictures for the 8K version.
  13. Renderbricks

    [MOC] – Freebuild – BlueWater Castle

    Jaw dropping on floor. I am wondering if this is possibl to build with LDD? I guess not.
  14. Hi LEGO addicts, here's another stress test for MODO. Unfortunately the BLENDER importer isn't supporting instances what would help a lot to boost the performance of models like this. The import of such a model into BLENDER takes a few hours. The process in MODO needs some patience. The rendering in 3840 x 2160 with decent settings takes around 1,5 hours on a 12 core DELL Precision T5610. The overall white material needs some adujstments because with my usual setup it was too bright in this case. I will do some more renders of this phantastic set. But I have the impression that there's something wrong with the colors. Click picture for 4K.
  15. Renderbricks

    10189 Taj Mahal Render

    He color corrected my render and added a defocus effect with a mask. The left side shows a real photo as a reference. This stlye is hard to archive because of the LDRAW geometry. As far as I know POV-Ray is using its own LGEO library with beveled bricks and the option to shrink the bricks for gaps. Shrinking the LDRAW geometry in MODO will give a wrong result because the studs are not connected with the main brick.
  16. Renderbricks

    10189 Taj Mahal Render

    To get gaps you need to shrink the models a bit by a push operator. But this will end up in geometry issues in MODO because the studs are not connected with the models by vertices. The result is a gap between the studs and the brick. And then you would need to vary the position and rotation within the gap size randomly. But not every brick will be offset or rotated. Especially the bigger ones of the towers. I guess this task would need a script. Actually the bricks from LDRAW have no gaps and the bevels are faked by a shader using normals. Setting the rounded corner value to high will cause bad results. Generating bevels will not really work, mess up the geometry and scale up the scene size to an unusable level.
  17. Renderbricks

    10189 Taj Mahal Render

    Awesome. Seems that I am blinded by routine.
  18. Renderbricks

    10189 Taj Mahal Render

    It's not only you. I am not satisfied but it's exactly the same setup. It's the white plastic material what behaves different than a darker material what allows more contrast. White is very limited due to the range between white and grey. Reflections behave completey different compared to a darker material where a white reflection gives a more polished and brilliant look. White will burn out very fast and looks flat then. Also the subsurface scattering is working much better on colored materials. That's the simple reason why it looks so different compared to the other models. Maybe I need to tweak some values a bit and get a better result.
  19. Hi,I stepped into my little Digital LEGO research project again and imported the 10221 Star Wars Executer Set. Here's a first impression:
  20. www.blender.org BLENDER is free and great. But you have to find a way to get LDD or LDraw models into BLENDER. http://www.eurobricks.com/forum/index.php?showtopic=95004&st=100#entry1908053
  21. Looking forward to this.
  22. I am using a by myself modified database of LDRAW (some fixed parts and studs with a LEGO logo) and import the .ldr files into BLENDER with an open source script and from there into MODO by .fbx. Usually you can also export from LDD to .ldr but the problem is that LDD is using a lot of special and newer parts missing in LDRAW. Another method is to capture the geometry. Unfortunately the LDD bricks are very low-res and there's no easy way to bring a LEGO logo onto the studs for the realism. I wasn't able to convert the textures. But the capture method works also fine to archive nice results of LDD models. Actually MECABRICKS is the best option to get great results with less effort. You build your model and export it to OBJ. Unfortunately the LEGO logo is missing here, too, but you have wonderful textures. Maybe SCRUBS can fix this in the future. I have to say that MECABRICKS is very impressive work by a one man coding and modeling army. Amazing.
  23. Looking really good. Let's improve it.