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Everything posted by Renderbricks
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Great screenshots. This is pretty creative ^^
- 17 replies
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- Mecabricks
- Unreal
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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.
- 17 replies
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- Mecabricks
- Unreal
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Amazing. Can you show us realtime captures of your above tests?
- 17 replies
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- Mecabricks
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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
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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.
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[MOC] – Freebuild – BlueWater Castle
Renderbricks replied to cesbrick's topic in Guilds of Historica
Jaw dropping on floor. I am wondering if this is possibl to build with LDD? I guess not. -
10189 Taj Mahal Render
Renderbricks replied to Renderbricks's topic in Digital LEGO: Tools, Techniques, and Projects
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. -
10189 Taj Mahal Render
Renderbricks replied to Renderbricks's topic in Digital LEGO: Tools, Techniques, and Projects
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. -
10189 Taj Mahal Render
Renderbricks replied to Renderbricks's topic in Digital LEGO: Tools, Techniques, and Projects
Awesome. Seems that I am blinded by routine. -
10189 Taj Mahal Render
Renderbricks replied to Renderbricks's topic in Digital LEGO: Tools, Techniques, and Projects
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. -
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.
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Rendering Digital LEGO Reloaded
Renderbricks replied to Renderbricks's topic in Digital LEGO: Tools, Techniques, and Projects
Looking forward to this. -
Rendering Digital LEGO Reloaded
Renderbricks replied to Renderbricks's topic in Digital LEGO: Tools, Techniques, and Projects
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. -
Rendering Digital LEGO Reloaded
Renderbricks replied to Renderbricks's topic in Digital LEGO: Tools, Techniques, and Projects
It's the extreme perspective and close-up. Here's another view.