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Eurobricks Counts-
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Yea...and as you'll see I even added user option to .sc file that one can set his own color/blackness ratio if he finds it any useful (as different situations/models may require different amount of it), anyway I ended up with the default of 0.9f which seems to be the most universal.
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You change it in LDD: render visual is how you saved you model in LDD Did you already noticed my new issue solving finally our glass "problem"? I am asking here cos I see you there but seems like you did not noticed when there is no reply from you.
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Nice models,,I like the "sendy" one
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First of all: that BR render does not look good simply because its lighting setup is terrible - good lighting is half of success (whoever it made), secondly: please, put there some transparent parts then we can really talk - you simply avoided one of the main obstacles for POVRay and I can guarantee to you that if you add them POVRay will lose like that. + where I am keep saying that "Bluerender is way too different"? Anyway to avoid any misunderstanding: let's close this nowhere leading discussion and rather be happy with what we have.
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Well, I do not agree I was rather experienced POVRay user (ehm, ehm, OK maybe not that experienced after all ) and also was using Blender some time ago and I can tell from first hand this: * POVRay: on lower quality than Q9 it is not even close to quality of BR, glasses look terrible and yet it take longer + if you render at such low quality under POVRay you cannot use everything you can use under BR as there are clear restriction which quality settings are doing what (on some of lower settings you even don't get transparency or shadows depth etc. and those rendering times...c'mon ) * Blender: actually I like Cycles renderer BUT to make quality render comparable to BR it took tens of minutes at best + its notorious side effect of "fireflies" all over the image if your lighting setup is not extremely well done, ah...but yea, I like its output tho BR looks somewhat more real, Blender and POVRay final output looks surreal, that is even more real than real = not that real at least to me But hey, no problem: anyone can think anything + ppl can have different results (time vs. quality) with the same sw/renderers used so I guess it is personal taste in the end that decides after all. BTW if you will can you post here some of your comparable render(s) with rendering time(s) side-by-side with the same result from BR? Just being curious as my personal experience with those two sw you mentioned are not such as you described them, so I am very keen to learn/understand something new that could push me further to Nirvana (...and Curt Cobain in particular ).
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Yes I know that and it has its reason why I set it like that: metallic material has to have some grainess to it so the reflections are not that clear as with shiny or mirror and it is much more metal resembling than with higher values + with different setups and lightings this value (samples 1) proved to be the best one for most cases (for example it looks different when you have some simple smaller model taken from closeup compared to some bigger one that needs to be taken from far away: without that grainess it does not look that good cos it does not look too metallic), but of course if you need it or if it suits your needs then you can use whatever value you wish.
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Ehm, I know you did not mean it bad BUT excuse me: can you point me to some other LEGO renderer that is able to do this in such a short time (a few minutes) and the same quality? To my knowledge BR is the quickest one, and I mean MUCH MORE QUICKER than any other available competitor (if we are talking about free or "not-those-professional-highend-ones"), so please be a bit more realistic as speed of this sw is really good, I can say without any doubt the best. Or let me put it in another way: you simply cannot have Ferrari and still expecting having it for the price of Trabant. There is simply some "unbreakable" limit to the amount of work that needs to be done vs. time needed for such operation(s). Yes and no, it depends on type of baseplane you use: if it does have UV mapping then yes...
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TESTED...no improvement whatsoever , gonna try some attenuation stuff (fingers crossed ). EDIT: YES - success! Now it's basically only about personal taste how much of the darkness we set as a default for the glasses, right now I ended up with "glassColor" vs. "blackColor" = 0.85f, but I have to check what it'll make with those shadow colors being casted creating nice effect on other objects (my initial value was "glassColor" ONLY, which produced that unwanted side effect described in my previous message), this is the final result:
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PROBLEM: * "Resolution" under Parameters TAB should update accordingly to values from .sc files - at the moment they are not (it still remain at 1024x768) * when "Rotation" is enabled rendering window closes itself upon finishing the render, compared to "one render" mode/previous version it stay opened @msx80 BTW I just noticed/realised that my latest BR achievement of "transparent object shadows" actually SOLVED COMPLETELY NOW our previous "too dark glasses" problem which is now much better than original still when it comes to objects further inside from the glass or being right after glass (like minifig head behind trans visor) those are still almost completelly unvisible...well, not anymore, see: original newest BR v0.005 bublible's MOD: BUT unfortunately as you can see there is "small" side effect that creates too hard glass shadow spots even if there should not be any...so that needs to be solved, anyway @msx80's guess was right when he thought the problem could be by glasses giving black shadows...so my code solved exactly that but now this new side effect needs to be solved, except that it does what it should (I guess there is no attenuation of glass shadows maybe?). Also I am now considering bringing back original SF glass behavior but enhanced by my "trans object shadow" code, maybe that could get rid of those not attenuated hard shadow spots produced by glasses...we'll see. #91 https://bitbucket.or...-button-s-state Maybe we coincidentally done the same without knowing about each other's effort...seems like that, therefor I thought you implemented my stuff.
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GREAT!!! Gonna test it right away... :thumbup: Ehm, and BTW and I am also happy because of finally implementing many of my achievements to the official release : Black is not real black #93 [bublible] Glass is now lighter #82 [bublible] Implemented bublible chrome materials #73 [bublible] Corrected NPE with invalid color codes (default to white) #86 Implemented aliases parsing and caching #81, #68 360° rotation renders #71 can now place light with transform{} blocks #72 [bublible] overwrite and other options are now persisted #64 [bublible] basic parameters are now in the app #65 changed default background to white
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BlueRender's "no spherical light ball representation" - hope you will like it (here it is in combination with one of my previous achievements - the one from yesterday: "transparent object shadow") But unfortunately as you can see it does not quite work in expected way: actual center of the light source is not oversatured as we would think (like when you are looking at a light bulb in switch on state ), it is rather "empty" so we have no option how to oversaturate the glass brick surrounding it: that brick only giving it its color and somewhat partially shape but the brick itself is almost untouched from the light point of view...I guess we have to make new type of light for this specific purpose. Anyway this new enhancement is especially useful when you have light setup that is reflected on some bricks resulting in visible white ball on those reflections: this way it is not a problem anymore!
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I just want to inform you that your waiting is basically over as a while ago I made successful test of my next enhancement that will do exactly that: switch off that ball representation of the Spherical light, so you can enjoy right away... I just need to solve one problem with it when it make cut out in case such light (ehm, its ball representation) is placed across some brick...once I make it I will post the preview here, of course, so just wait a bit more.
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My favorite would be the white one because of its forward swept wings, good work also for the scene whole feeling, those CS minifigs are nice too.
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Very nice indeed (I see that you probably built you tower with whatever was there giving it somewhat post-apocaliptic look, just like I did when I was a kid...oh, sweet memories ) and some of your models are really original in design, I like it!
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Here I am presenting for you my new achievement(somewhat on @Flipz request): BlueRender's "transparent object shadow" * in BR there is one problem: shadows are not layered one upon another and blended making nice color blends in case shadows have different colors - they are strictly drawn as exact shapes so if you "disable" some shadow that runs thru some other shadow there will be cut-out in the shape of the former "disabled" shadow...I do not know if msx80 would be willing to do something about it cos it would require rewriting quite a lot of the actual BR code - literally we would need to change its internal logic - so that shadows would be rather cast completely even across parts that are occupied by other shadows and then mixed/blended together. But hey - you know what? Except the problem mentioned above you have at least fully working color shadows if the light goes thru any trans material and not that constant black pitch darkness as before by default!
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So, as of now I have working initial version - casted shadows by glasses having their color set by the color of the trans part...but I have made some changes before that removes any shadow that is intersected by some other shadow and I simply do not remember where and what I have changed then, gee! That said: I have working version of it here, just need to find out where I made that shadow removing stuff before to switch it of.
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Then I have probably good news for you: as I was playing in the past with noShadow issue I came across ability changing shadow color to anything I want so I may do that sometime later if I find myself a time for that.
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I know it is not exactly what you want but if you make your light color equal to color of you trans part it could partly simulate that effect but of course only if you have one trans color there. I think that would not do exactly what he want + there is no actual way how to use LDD brick as a mash for the light...until you release BR version supporting .obj bricks I guess.
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I like the trans red sword - reminds me CS designs of the past.
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Unfortunately I think exactly the same and I am afraid we might be quite right, but on the other hand - who knows, right? Yet it is quite strange that we have here ppl from TLG and no one shed a tiny bit of light about this problem whatsoever, that tells a lot as for their interest about this issue, at least it seems like that o me, sad. I hope you are wrong too + it is somehow strange that they are using basically LDD for all their designs yet they are unable to make any new update for so long + would that really be ruing for TLG hire a few programmers just for the LDD? They would even not notice they have some new empleyees on their payroll regarding what kind of money they are earning each year - from this point of view it looks like they really do not care about "small" free segment of their empire.
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Well, I just checked it now (as I was not sure of) and that transform{} for lights is not yet implemented in the latest official BR release (v0.004), sorry - you have to wait for the new release.
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Yes, the brick matrix value is the one you are referring to + yes, it refers directly to a specific brick. How can you normally have multiple copies of the same piece in the model made in LDD? That is not possible, BUT you can have as many lights at the exactly same spot as you like.
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Yea, and that is exactly what I do not want to go thru... I just need grab a file and convert it straight into something other without too much messing around not even saying some programming (having on mind how many bricks need to be "converted"...see that I have other things to do, this should really be for me just a work for my spare time, you know ).