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msx80

Eurobricks Citizen
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Everything posted by msx80

  1. Hi, the xN are generated when it detects that the number of parts in the step are a multiple of that in the callout (iirc), which is a feature i used on my local working copy that somehow entered into the release :D It's useful when you have two identical callout and you just want to display one with a x2 under it. The idea is to remove the second callout and the second x2 and only keep one copy. To remove stuff, simply move it outside the page (very tecnical solution, i know :P). The callout always appear on the right of the assembly one after the other, there's no layouting logic. Thank you very much :) There is indeed a cap, defined as the internal working opengl surface, a surface where i render stuff before copying it on the application displays. It's fixed at 2048x2048. The value could be easily parameterizable, but i have to check if anything will work with a different size.
  2. hi there, i'm not very present lately, it's bad to see that bubliebe left the site. I don't have the mod myself, sorry. PS thanks everybody for using bluerender! I saw it's been used estensively in latest digital competitions, that's great to see :D
  3. i don't know about the set, but this review is a real masterpiece! thanks!
  4. There's a preview version available here: https://drive.google.com/file/d/0BzUUT2x-DvwQODk1QjdTZ0dCV1U/view?usp=sharing It should fix the error arised with latest LDD update.
  5. Please download version 19. Also, if you want to render you probably need Bluerender, not Blueprint
  6. yeah i have indeed update LWJGL opengl bindings. I'll look into the article, maybe messing with the opengl version requirements can unlock something
  7. Hi there, here' an updated version that fixes the issue. Let me know if it works!
  8. yes, it's the same problem of Blueprint. Can you send me the LXF that gave you the error, so i have a surefire test case ?
  9. Yes, when a part has printing or is multicolored, its geometry is cut into different sections (surfaces) becouse each surface can only have one color/decoration. Usually when a part has N surfaces, it should have N color/deco attributes, but in this case the LXF only lists one. You don't have to do anything, i'll correct the code to perform the operation. If you want, you could try opening and re-saving the LFX with the new LDD, perhaps putting a random deco on the brick. That should force the LXF to have correct values. I cannot give a release date but it should be soon
  10. Ok i gave it a quick look: in your case the problem was part 85984, it now has two surfaces but still uses a single "material" attribute in LXF. I'll correct by "spreading" the main color into the rest of the surfaces. They could have tested integration a little better :D If you have an example LXF, i can test it to see if it's the same problem. Send it this way :)
  11. that's strange.. if it's not secret could you send me you LXF so that i have a test case?
  12. No problem, thanks for the error! :) that's a pretty generic one but i suspect is for some updated brick. They probably splitted some brick in different parts to make it multicolored. If i understood correctly, the error appear when you reopen an old .blueprint file, right? If you reopen the original .LXF does it works? I'll look into it as soon as i have some time
  13. there's not a real way to do this, as bublible said the best thing is doing a render with custom uniform background and then removing it. You can remove antialiasing for better "stenciling" by removing the "filter" line at the beginning of your scene.sc Thanks :D Great to hear people enjoing my software! Nice little render there :) Tecnically, yes, but that means rewriting the whole renderer (sunflow) which is nearly impossible :D I don't know if i'm saying something stupid, but you could try to collapse the left panel (the part selector) on LDD and center the model on the whole screen. There's no supported way to do animation. Some folks did them by rendering many different frames, changing setup manually in LDD. It must be painstakingly slow :P Heres some: I would love to add some tool to ease this process, like rendering N interpolated frames between two models, but there are some technical issues. Superhot! :) awesome build and render! I don't remember :P Try looking here: http://blueimaging.wikia.com/wiki/Custom_decorations
  14. The idea of "semi transparent previous assebmly" seems great at first and i even implemented it some time ago. The problem is that "semi transparent" with a white background equals "lighter", so the problem is that black looks like dark gray, dark gray looks like light gray, light gray looks like white. If you have some of those colors together, it gets impossible to tell what is new and which color it is (insert fifty shades of gray pun here). Ditto for other colors. I can make the pink parameterizable, anyway. Thank you very much :) Yeah it was quite an investment of time! You could have copied the error message, couldn't you? :) That's like #1 rule of error reporting :) I have yet to try the new update, if it's just new geometries it should work ok, but perhaps they added some new mechanism too. I hope the file format isn't completely changed :P Also, sorry everybody for not being present lately, i've been dealing with a different MOC (my newborn child :P) for the last months! (beside other projects around)
  15. Hi there! actually i implemented "hiding" of steps and submodels in some of the first releases but i was dissatisfied with the results as it was kind of unreadable and confusing, so i removed it.. Also Javafx does its best to mess with sizes and alignements and is a real pain. About your suggestion for page layout, they're all good suggestion. I could go around implementing them the next time i pick up the code, but the real problem is that all the layouter logic (the thing that decide where to place what, margins etc) is stupid and needs to be rewritten. That's also the reason why the BOM is limited to a page and overflows badly.
  16. uhm interesting, i haven't followed lwjgl development lately. I'll look into this
  17. I've released a new version of Blueprint! Changes includes: - Rendering can now optionally render with shadows instead of "lego-like" flat color. Much better looking, on by default - New option to zoom text elements on page (so if you setup a big page, step numbers and item counts no longer appear tiny) - Very very crude first implementation of BOM (bill of materials) at the end of the instructions. Looks kinda terrible and is only useful for small models - New Delete Page command to get rid of empty pages (after moving steps away) or terrible BOM :P Download is available here Let me know if anything is broken
  18. No it does not, only uses CPU (all of them). Amazing renders btw!
  19. Can you show the output with the 0016 ? You can also try with the 0017 preview, the link is some posts before Can you show the crash log? You're running linux right?
  20. Yes there is a bug with the db location dialogs.. anyway, you can bypass the whole stuff by specifying it in the config file. Just open it (it should be .blueprint.ini in your home folder, or something like that :P) and add this line: db.location=/home/msx80/ldd/db.lif with your path. That would solve the problem. I'm pretty sure it will hand somewhere else after it, in this case let me know!
  21. unfortunately no, sunflow doesn't support that (doesn't support alpha channel at all). The only thing you can do is render without antialias and then remove the background.
  22. 2) If i'm not wrong, groups in groups already exists. You can create a hierarchy of groups, it is explained for example here 3) This should exists too.. Isn't it enought to select all pieces and change select a new color ?
  23. Good news everyone! I probably managed to fix the update model feature. If anybody wants to give it a test before i call it closed, there's a preview of 0017 here.
  24. Have you extracted the whole ZIP file to a folder in your disk ? maybe you're running the executable inside the zip
  25. Thanks! Lovely moc btw! Also, i've read that somebody adapted "sunflow" (the renderer of Bluerender) to LDraw too. That may help you. Using chromes materials should just need to choose the right material in LDD, if i remember correctly.. A single frame should never take more than 10-15 minutes at reasonable quality settings. Actually the complexity of the model is not really that important in raytracing rendering systems, what's matter is quality settings (antialiasing passes, samples, lights etc), resolution of output image, number of transparent pieces, and percentage of screen occupied by the model. And yes, sunflow rendering is parallel, it will use all available cores ( i take no merit from this :P) Thanks everybody for the support :)
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