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Everything posted by hrontos
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So you are actually trying to add reflections and shadows of the figures to existings reflections and shadows on the floor from the HDRI map. Looking forward to see the definition of the floor, that will be transparent enough to see existing HDRI floor and still showing shadows and reflections from the model. I did not succeeded with any single pass techniques to get this.
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[Software] LDD2PovRay
hrontos replied to Superkalle's topic in Digital LEGO: Tools, Techniques, and Projects
@_bIG_fM_: do you have the converter running while the POV-Ray is parsing the pov file? -
Now I understand. This means, that you need only to add your own reflective base plane to reflect the model and ceiling. This base plane hides also the lower part of your HDRI, so original reflection will be below the plane and will not be visible. And that's what you actualy, I think. Added some base plane to proper position with enough reflective texture.
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[Software] LDD2PovRay
hrontos replied to Superkalle's topic in Digital LEGO: Tools, Techniques, and Projects
Yes, this is ok. Could you, please, show me output from your messages pane? And also tell me your physical path to includes (what you specified in the Settings dialog of the converter). Includes and converted pov files cannot be in the same directory. -
I think, I miss something. I thought you want to avoid the environment (HDR image) to be reflected on the floor, while still reflected on the minifigures. Yes, it is rendering whole model at once. But parsing is sequential and this means, you can change settings (even material definitions) between two bricks. If you POV file looks like this (just an pseudo example): declaration of settings; declaration of brick 1 declaration of brick 2 declaration of brick 3 You can change it to: declaration of settings; declaration of brick 1 declaration of brick 2 change of settings; declaration of brick 3 This means, that brick 3 will use completely different quality and material settings (depending on what you will alter). In this particular case the change of settings probably consists of these 3 lines: #declare lg_quality = 2; #undef(LG_DEFS_INC) #include "lg_defs.inc" Last two lines force the POV-Ray to do the basic declarations once again.
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[Software] LDD2PovRay
hrontos replied to Superkalle's topic in Digital LEGO: Tools, Techniques, and Projects
I took a look at the gallery today and it was really a good idea to create it. Some of the renders look really good. Also your first two renders look very good. That strange artifact you mentioned is related the way the brick is modeled. When triangles related to studs are removed from the geometry, the brick contains hole, which is square and you see the points of that square there. -
It is a bit tricky. In LGEO, the presence of logo depends on setting of lg_quality. Studs are globally declared in lg_defs.inc. Declarations are made only if variable LG_DEFS_INC is not defined. This means, if you sort your bricks, you can set the lg_quality to max for first layer and the set it to lower level for later layers. After setting to lower value, undefine LG_DEFS_INC to force redefinition of the studs and other global objects which depend on the lg_quality. Taking into account the size of your model, I think, the logo will not be visible at all, so you can skip it completely.
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[Software] LDD2PovRay
hrontos replied to Superkalle's topic in Digital LEGO: Tools, Techniques, and Projects
The volumne is really read only and POV-Ray should not try to write there. You may skip adding Library_Path=\\.\LDDIncludes to any ini file if use ini files generated by the converter, because they contain it and it is sufficient. Try to go to Options menu, Script I/O Restrictions, select Restrict Read and Write, and have both "Permist Writting in Current Directory" and "Disable Starting Other Programs" checked. -
Yes, it looks much better. It was finished before the end of the world so it is quite good time. Further improvement you can achieve by using bricks without the word "LEGO" on them. Definitely on second and third layer, may be even on first layer. Since you need larger watter it will not be visible either so skip it from the begining and save additional time.
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That will be tricky if not impossible at all. You can make skysphere as not being visible in reflections, but this means, that model will also not reflect it. Or you can make floor non-reflective but this would mean that also model will not be reflected. The only solution that came to my mind right now is two pass render. Render whole scene with sky sphere not visible in reflections and with no_image statement on the model. This will get you the environment and the floor with reflection of only model. On second pass render only model with sky sphere visible in reflections but render with transparency output. This should give you image containing only the model (no environment, no floor). Overlay the second over the first to get complete output.
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Thank you for the demonstration. Looks very good. RC version seems to behave like controlled directly. The sligthly imprecise movement is probably caused by pneumatic system limits and not by combination with RC. I wonder if we really can expect an official model having pneumatic functions controlled remotely.
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I know, it is enough to make it work, I am just not sure about kids 10-14 being able to control is via remote control. In you video it is clear, that all "down" movements lasts only 1-2 seconds which makes it almost impossible to go only "half way" down. You also did go down and then up. With LAs it is easier to grab the tires using remote control and that's what I thought may be the reason why the RC is combined with LAs. Or may be it was just the absence of the servo and now, when it is available TLG will produce models with RC pneumatics. It would be really nice and realistic.
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Thank you for doing a good job.
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Very nice and effective design. At first sight I thought that battery box is may be too high, but the performance in the videos is simply amazing. With every new obstacle I expected that it must the limit but it looks like it has no limits. I like how the central steering helped you to climb the stairs.
- 21 replies
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- TT
- truck trial
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Lego technic Sukhoi SU-37
hrontos replied to Jeroen Ottens's topic in LEGO Technic, Mindstorms, Model Team and Scale Modeling
This model is simply amazing. :thumbup: I read the Hispabrick article with pleasure to find out more. Well done with the realistic functions and proportions. The shape and design got me. Thank you. -
Thank you, now is design completely clear to me. Well done, looking forward to see it in some vehicle.
- 9 replies
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- gearbox
- four speed gearbox
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Thank you for a good review. It's a pitty the second motor is not used, since for double heavy model, two motors would be just right to keep the performance. My son likes to built these combined models and I am glad TLG adds these BIs also for the technic models. It is also a strong motivation for him to take apart models and to create his own combinations.
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A new car is coming... (WIP)
hrontos replied to jorgeopesi's topic in LEGO Technic, Mindstorms, Model Team and Scale Modeling
Looks really good. I like that you included traditional gearbox and gear shifting instead of sequential one. -
Is there any particular reason or advantage to use clutch gears in one gear box and the rack and sliding axle in the other gear box?
- 9 replies
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- gearbox
- four speed gearbox
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One Way Drive Clutch
hrontos replied to clarkdef's topic in LEGO Technic, Mindstorms, Model Team and Scale Modeling
You can try to look at the this year 9396 Helicopter. It contains very simple clutch, that allows rotor to continue spinning after motor is turned off. -
Audi R18
hrontos replied to Sicil's topic in LEGO Technic, Mindstorms, Model Team and Scale Modeling
When I saw it on my mobile, my first impression was that it would be a nice official model. Size, part count and functions are well balanced and having a very good design. Good job. -
Lego technic challenge 2012
hrontos replied to Ondra's topic in LEGO Technic, Mindstorms, Model Team and Scale Modeling
When I designed Sharkwler, I was optimistic about new colors and created it with fake engine made from chrome parts, since I wanted them for future car models. Did not turned out well on the rendered images , since chrome needs something to reflect, otherwise it is flat gray. On the skidder I was less optimistic and did not used such complicated colors. I had some doubts about fitting into the target price range with all those parts. With the quad bike I was even more conservative trying to keep target weight, size and the price range. But Conchas with his amazing entry made me optimistic and more believing that new colors and even the complicated ones like chrome are possible within the target price range. So I prepared a "civilian" version of the police quad bike with chrome parts used for the bumper/protection frame, handlebar and the footsteps and some "commercial" colors. I think the people building motorbikes may find the chrome parts usefull and also protection cages for the offroads would looks quite well with them. Chromed rims are obligatory for this version and usefull for the car builders. I would like to hear you opinions about these colors and may be sugestions for others. If you find these versions usefull I will submit this probably as a one single separate entry to get a clear picture about what others want and also to give TLG possibility to reject it as not possible. Thank you very much for your support and all the votes you gave me. I would like to thank to JunkstyleGio who helped me again and prepared this two color version: -
If you would like to use rendered images, I can also help. With minimum level of detail (=LDD) it should not take that long to render even this big model with many transparent parts.
- 9 replies
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- Technic Challenge
- Moon Buggy
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