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Oh c'mon - this is not default BR scene settings, is it? It is too realistic for default settings (all the time I use them all is extremely "overlighted" etc. so I have to heavily modify those settings like I told you before in BR topic when you were asking about lights intensity, remember? Or maybe it is just for me as I am using mostly white color so it multiplies a lot...who knows). Anyway I really like how you manage to achieve that realness (having such a strong shadows and yet no extreme "overlighting"), great!
- 16 replies
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Yea, may be: being webdesigner I was always using Adobe Fireworks instead of Photoshop cos it has some advantages for me + in the time I got into webdesign (15+ years back) Photoshop for sure could not manipulate/create vector and bitmap, only bitmaps - therefore they have separate app for vectors called Illustrator. But as you said things probably changed a lot now as I do not pay attention to them anymore so good for Photoshop users then. Sure...that is? Just joking...
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Very nice and full of details, super!
- 16 replies
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- lab
- laboratory
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that color combi is very nice...reminds me kind of Ferrari.
- 5 replies
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- MOC
- BrickCurve
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Technique of...what? Sorry, just being curious as I do not understand what you actually mean by "technique" (technique how he did it in Photoshop or something else? ). If that is actually a case then: 1. open up Photoshop 2. make some rectangles and add some text to it 3. add some background pic, motion blur it 4. add you MOC model with trans background etc. Is that what you meant? P.S.; I personally using Fireworks CS6 instead as it can work with vectors (those rectangles etc.) and bitmap as well at the same time - I am not sure if Photoshop is able to do that, actually.
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Oh, OK, I see now, but isn't it a bug in LDD rather than LDD bricks consists of separate primitives parts (like stud etc.)? Cos when I reproduced your picture in LDD it seems like a bug to me...but who knows?
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Ehm: Photoshop (most probably I guess...or any other similar SW)?
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Which tube...where? Please, don't get me wrong: I would be glad if you are right cos I think if bricks are really made out of several primitives it would make the stuff with logo-on-stud much easier to do , I just probably do not see what you see or at least do not know where to look cos to me it looks the same. Oh, I did not know one can look inside two interconnected bricks - how to?
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Hm, I don't know: if you look more precisely you will see that the stud seems to be still there - does anyone else still see the stud being there (cos I do)?
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I don't know, you have to ask @hrontos (developer of ldd2povray which actually adding that logo to bricks)... I do not think so: pure texture won't give you that real shadowing on the stud and brick, it would look quite amateurish I guess. Also you would have to make that analyzer or concrete brick code anyway whatever solution you choose, mesh or texture. + my solution to that would be making method checking id of the brick (like 3004, 3298 etc.) and then for each case separate function would be called having exact studs placement matrix which would apply such mesh upon the brick studs, easy as that.
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How/where did you checked it??? By extracting db.lif? If so I checked that too but was not sure if there actually is not some common hidden geometry at least for studs... Anyway that does not have any significant change in the principle tho I thought every brick is made somehow like in LDRAW where every brick actually consist of several components (2+)... That would only mean there would be need for much bigger scripting which in fact is not a problem - it is only a question who would be willing to write script for every single pin configuration there is (we could start with some and updating it continuously during each BR version)...well, and I definitely would for sure! That being said: if @msx80 would consider MOVE it's src part that actually doing the brick manipulation to SunFlow src so I could play with it and do it bit by bit cos as it is now most probably only he can do it at the moment (as he did not release his src code, of course, only his modified SunFlow part).
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Thanx. I made in Blender just the LEGO word and then at this moment APPLIED IT MANUALY as .obj to a brick via .sc, so in the final version this needs to be done automaticly in BR src but as the part manipulating bricks primitives is done in BLuerender src which only @msx80 has he needs to im plement it himself cos doing it manualy for every brick is nonsense, of course. Basically I am assuming that every brick is made up of several primitves and one of them probably is something like stud (is quite nonsense having repeating code in all bricks for studs I guess therefore I think there is something like that, but msx80 should know better as I am only guessing here). So he only replace stud mesh with my mesh from .obj and that should be it. Do not worry about the rotation: it is only proof of a concept, that is I did not pay attention to details, anyway it can be done extremely easy
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Isn't this rendered in BlueRender? Very nice, almost real (those first 3 lighter images)! BTW does it have any modularity? Hope it has, would be nice to see them.
- 16 replies
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Well, I always enjoy seeing some unusually used bricks, (reversed canopy in your case) and every time I found something like that and if it is even interesting design I know that the builder is realy MOC Expert tho he has no badge stating that - from this point of view it is excelent! + also the visual art side of the thing looks professional, I mean that motion blur bg and the way the model is nicely placed into that, nice
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Well, it depends on type of light used: Sunsky - not possible (but you can change "mood" of the shine, e.g. morning, evening, noon, red sunset...play with "sundir" values + "turbidity") Spherical - play with "radiance" value (+ you can aslo play with the size of the light source under "radius") Point - "power" value (...and you really need to set like really big value 10000+ for quasy area pin light) Directional - "intensity" value IBL - not possible
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After so many "tries and errors" lasting several days (weeks?) I am so thrilled to finally present you FULLY WORKING NOSHADOW option FOR ANY material Normal material: Fully transparent material with "noshadow" attribute: Opaque material with "noshadow" attribute: Code syntax (example for fully transparent material that casts no shadow at all): shader { name trans type glass eta 1 color 1 1 1 noshadow } P.S.: just hoping I did not forget to test anything important actually... :grin: So now it is up to @msx80 to accept it and implement into next BR version.
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Ehm, uncheck the box? No, seriously: if you have it unchecked (which I assume you do) and still having renders of wireframe, then the best and fastest thing you can do is delete the BlueRender folder and download the package again...
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I really like the usage of those blue 3004p90
- 10 replies
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- SHIP
- classic space
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That is simply not possible... The only way is to replace bricks you want during rendering in BR and that's it, sorry.
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That fuel station is good, have kind of 80's LEGO vibe to it
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Not bad :D You could also add AntiAliasing and image filter type as well and so there would be like complete IMAGE attributes available to those who do not know how to do it in .sc Just export it as .obj from Blender (without any UV) and import to BR via .sc "file-mesh"
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Ehm, seems like we did not understand here each other or something: in case you want use this kind-of your own parts in BlueRender YOU HAVE TO EXPORT THEM FROM YOUR 3D MODELING SW AS .OBJ FILE - without it you cannot use it in BR. As of yet it is not possible right away BUT we are actually working on it with @msx80 (in fact we have this new feature in place right now - I was able to achieve that for him/us - so I guess in new version of BR he will add it there), so you have to wait for it anyway...just wanted to let you know it is definitely possible!