pennyforge

Eurobricks Vassals
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  1. That’s very good - I’ve been thinking about something like that for a while but haven’t managed to write anything - nice job!
  2. Thanks @Calabar that's very kind of you - I will try and tidy up the original post this week - I'll let you know when its done. N
  3. Hi @Philo So you'll need to install a version of python 3 - I'm using 3.7.1 but any version after 3.7 should be OK https://www.python.org/downloads/ then you'll need to install numpy (a python library for dealing with big numbers and matrices) and pillow (a python library for manipulating images). Once you've installed python you can type the following commands into a cmd window to install numpy and pillow. pip install numpy pip install pillow Sometimes though pip does not automatically get added into your path variable (after installing python) so you need to specify the full path to the pip.exe file in the cmd window which is usually C:\[Directory for Python37]\Scripts\pip install numpy C:\[Directory for Python37]\Scripts\pip install pillow Once numpy and pillow have been installed you should be able to run the leg-o-letters.py python file which will ask you if you want to add your own text/font size/colours etc Hope that helps - if not let me know N
  4. The colours are defined in the function "selectColourAndHues" , where a dictionary "colourAndHues" in that function sets the variety of hues for each of the named colours and the first number in the list of values for each named colour is always trans (so 36 is trans red, 38 is trans orange etc). Adding "transparency = False" at the very start of the function will exclude all transparent bricks and manipulating the dictionary "colourAndHues" will allow you limit the colour options but even then you would ideally need to cross check any selected colour with the actual brick part which subsequently has that colour applied to it against bricklink's physical parts and colours - this would take me some time to figure out but I am thinking about it!
  5. Yes, you are right - and there will be others - I choose colours that look nice digitally but they may not exist physically (but there should be something similar(ish)!) Limiting the colours and bricks and to exact physical brick and colour combinations is on my to-do list!
  6. Hi there, I've put my latest python code which can convert letters, text and font data into Lego builds on github - you can find it here...https://github.com/pennyforge/Leg-o-letters Enjoy Oh..Merry Christmas!
  7. Hi @SylvainLS yes - height is key - over the last couple of years I've disappeared down a rabbit hole trying to track height (and density) of the model build! However I think I'm starting to make progress...
  8. That's nice @SylvainLS - my early attempts at procedural modelling (these images are from a couple of years ago now) rotated and placed "sub-models" from a "library" of 11 sub-models on a 48x48 base plate. Although the code selects and places the sub-models on the base, this isn't really procedural as I built the sub-models for the library, but I'm currently working on some code to create more appealing sub-models (as opposed to the completely random sub-models that I posted here initially)
  9. Hi @SylvainLS - wow,that cliff generator is fabulous, the integration of sloped bricks is lovely - really fast too - great work (and no need to apologies for the thread jacking!) You cliff generator reminds me that one of the things I'm missing is a density function (so that I can increase/decrease the density of bricks on each layer) - I have the outline of a density function but I need to spend a bit more time on it. I'm also in process of reworking my colour functions as my colour management is a bit cumbersome too. Great to see your work - thanks for sharing.
  10. Thanks supertruper1988 glad you like it!
  11. Hi Philo, Yes - absolutely, every element (brick and plate) is properly placed and attached and connected by at least one stud (so there are no intersections) - some of the colours may not be available for some bricks. I just chose some colours that looked nice - the code then randomly applies the colours to bricks (with the exception of transparency where I do force correct brick selection) but from a brick placement point of view the model is physically accurate. Tile placement is also physically accurate and calculating stud availability for the placement of tile elements was a challenge!
  12. I've been working on computer generated Lego landscapes and I thought I'd share my progress here. This landscape was generated in Python 3.7, which created the LDraw file which was then rendered in Studio 2 - Hope you like the images
  13. Perfect - I knew someone would know - thank you!
  14. Hi Ragni, Yes, you are correct - Voxels are based on cubes (which have 3 axes of symetry) where as a 1x1 Lego brick is rectangular (with only 2 axes of symetry) - I think you need to scale the original 3D model in the height axis by about 0.8 (before you convert the 3D model to voxels) to allow for this difference - and as you point out I hadn't done this with my original models so when they are converted to .ldrs they look slightly out of proportion.
  15. Hi Calabar - I'll see if I can do what you suggest about creating a presentation page. My python script is really part of a "3D conversion pipeline" that relies on a number of other people's freely available software. My code is a "missing link" to convert from coloured voxels (for which there are quite a few editing tools freely available) to .ldr files; as part of a larger pipeline. You can download the proposed pipeline here...https://github.com/pennyforge/ColouredVoxels2LDR/blob/master/User Guide - Pipeline to convert coloured 3D model files in Blender to coloured Lego LDraw models .pdf Currently it's more of a process than a piece of software so I'm not quite sure I'm ready to give it a name yet!