Jump to content

M2m

Eurobricks Knights
  • Posts

    603
  • Joined

  • Last visited

Everything posted by M2m

  1. Stephan! Great work ! May I suggest to put all parts on github ? That has several advantages: - you get version control for all files (parts) - you can’t create releases for the full enhanced library addition any time you like - people can fork it, create fixes, enhancements and then pull requests which you can then review to be included in your official curated enhancement pack. Additionally maybe it’s possible to give your parts lib a version name (similar to original LDD lib. version) but with a ‘mod’ indicator. That may help if we can use this lib in the official sets thread. Like part lib brick version 2670mod20200515 (or whatever you like) Once again. Congrats !
  2. Going to the original question, I guess you can export to LDraw format and then use this Blender importer https://github.com/TobyLobster/ImportLDraw/releases
  3. That’s damn impressive! Great render in excellent quality.
  4. Fixed washed out colors with color linearization and transparent geometries: https://github.com/sttng/LegoToR/releases/tag/v0.5.0.5 I also played around with custom decals.
  5. Camera and backdrop are a cool adition. Love your render quality !
  6. Improved the lighting setup and adjusted Metallic materials: https://github.com/sttng/LegoToR/releases/tag/v0.5.0.4
  7. Ok. Ok. I looked into Stud.io and in fact just started to make some modifications to support .io files. Will take a couple of weeks given that this is a hobby project.
  8. Made a 4k render (and added Han and Chewie to the cockpit )
  9. Naa.. it was extremely slow no matter if on my Internet or on 4G tethered phone, but might be a regional problem. Thanks for checking anyway. Finally I got Studio. Time to play
  10. So lockdown, COVID, etc, finally I want to give Stud.io a try, but the website isn't loading ? Is it just me ? But my other websites work ...
  11. Yes rib files are the scene files utilized by renderman. I generate plain text rib (and usd files) - even though a binary version of the format also exists. Documentation is available from Pixar for both rib and usd file formats.
  12. What happens if you right-click ok it and select open ?
  13. Using the parameter -cam 0 will select the camera of LDD. Without it it will chose a standard, built-in camera which is approx 35deg above the ground and 45deg rotated. For lighting it will use a sphere light (PxrDomeLight) based on the HDRI image that comes as part of the package. But so far it can’t be configured with switches. You can edit the rib file (yourFile_Scene.rib) in a text editor to modify the light and other settings. It’s cumbersome however, I agree.
  14. Just a quick comparison of renders in bluerender, busufl and LegoToR bluerender - rendertime: 1min 25sec busufl - rendertime: 4min 10sec Stud.io / Eyesight - rendertime: 17min 26sec LegoToR - rendertime: 07min 56sec Even so LegoToR takes longer its the only one that renders flex parts and the grand-pa's hair (dual mold) correctly. Personally I like the trans-parts of busufl quite alot. This is the test scene I used: https://github.com/sttng/LDD/raw/master/test01.lxf
  15. It’s open source. So if you prefer any of these formats feel free to create a fork or add pull requests to add that functions.
  16. I have been working on this for quite a while but I think now it is ready for a more wide release (even though surely it will have tons of bugs - feedback welcome) LegoToR (Lego To RenderMan) takes a ldd file as input at creates Pixar RenderMan output files - which you can ultimately render with RenderMan (there is a free version available from Pixar). LegoToR is using Python and is developed and used on macOS, even so it should work on Windows and Linux (with some modifications) as well. Get it here: https://github.com/sttng/LegoToR/releases/latest LegoToR is a command-line tool with a couple of command-line switches (more below). The simple way to start is: ./LegoToR.py MyLegoLDDFile.lxf -v -cam 0 This will use LDD's camera (cam 0). Full details of all switches: Detailed usage: LegoToR.py [-h] [-s [SRATE]] [-p [PIXELVAR]] [-fo [FOV]] [-fs [FSTOP]] [-wd [WIDTH]] [-ht [HEIGHT]] [-sa [SEARCHARCHIVE]] [-st [SEARCHTEXTURE]] [-cam [CAMERA]] [-d] [-v] [-u] [-o] [-t] [-w] [-n] [-z] [-b] [-fl] [-np] [-nn] [-nl] infile mandatory arguments: infile required input LXF file optional arguments: -h, --help show this help message and exit -s [SRATE], --srate [SRATE] modify shading rate. Default 10 -p [PIXELVAR], --pixelvar [PIXELVAR] modify the pixel variance. Default 0.1 -fo [FOV], --fov [FOV] projection fov. Default 25.0 -fs [FSTOP], --fstop [FSTOP] fStop. Default 9.99999968e+37 (unlimited) -wd [WIDTH], --width [WIDTH] width of image. Default 1280 -ht [HEIGHT], --height [HEIGHT] height of image. Default 720 -sa [SEARCHARCHIVE], --searcharchive [SEARCHARCHIVE] searchpath archive. Default current working dir -st [SEARCHTEXTURE], --searchtexture [SEARCHTEXTURE] searchpath texture. Default current working dir -cam [CAMERA], --camera [CAMERA] set active camera. Default is -1 for Cam--1 'Minus 1' -d, --default use PxrPathTracer -v, --vcm use PxrVCM -u, --unified use PxrUnified. Enable also in rendermn.ini to work! -o, --occlusion use Occlusion -t, --direct use PxrDirect -w, --wire use PxrVisualizer with wireframe shaded -n, --normals use PxrVisualizer with wireframe and Normals -z, --wst use PxrVisualizer with wireframe and ST -b, --bxdf use PxrVisualizer with wireframe and bxdf -fl, --flat use PxrVisualizer with wireframe flat -np, --noplane disable ground plane. Useful for space ships! -nn, --nonormals disable writing of normals, as some normals in LDD may have problems -nl, --nologo disable logo on studs Also you need to set the RenderMan RMANTREE variable. in macOS for example like this: export RMANTREE=/Applications/Pixar/RenderManProServer-23.1/ Some example renders: In addition there is tool called LegoToRHD included. LegoToRHD is a LDD to Universal Scene Descriptor (USD) converter. LegoToRHD takes a LDD lfx file as input and converts it into a set of USD compliant files. The USD file format is used by Apple's ARKit and in a multitude of other professional applications from Pixar, Autodesk, etc. LegoToRHD only support these switches (even so the help command says its more - this is a bug): Detailed usage: LegoToR.py [-h] [-np] [-nn] [-nl] infile mandatory arguments: infile required input LXF file optional arguments: -h, --help show this help message and exit -np, --noplane disable ground plane. Useful for space ships! -nn, --nonormals disable writing of normals, as some normals in LDD may have problems -nl, --nologo disable logo on studs Here an exported file in Pixars usdview tool (usdview is not part of the package): You can use USD files to convert them into AR files to be used on iphones with Xcode and Apple's usd tools (maybe I make a seperate post about how to do later). Limitations / Known problems LegoToRs transparent materials are not as good as I like them, but I didn't have the time to tweak them yet LegoToRHDs will output textures with transparent Alpha. This is a shotcoming of the usd file format as far as I know.
  17. Wow! That’s exactly what I was looking for. Great link. Thanks !
  18. Were you able to decode the ‘Connectivity’ Section of the xml file ? I want to use it to place a logo on studs in my renderer but can’t figure out the code of Custom2DField. Except that type 23 is for “Stud” connections. But what the meaning of the numbers like 18:1:1,23:4:1,29:0:1, 23:4:1,... Any idea ?
  19. Cool tool. I suggest you to seriously have a look at the USD file format. It’s much better then OBJ but still easy to read and understand. Also USD has native Unity support since recently.
  20. Another update once i get textures to load I’m done :-)
  21. Yeah 4.3.12 is botched. Better to go for 4.3.11 and use the tricks to install it.
  22. As a small teaser. The exported file: https://github.com/sttng/LDD/raw/master/usd/test01_Scene.usdz
×
×
  • Create New...