___
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Everything posted by ___
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That is not a problem of parts but simply BR does not support brick seams yet (nor "logo-on-stud") therefore it looks flat as one object although there are two bricks interconnected with the same color + in a way you can: if you are able export your brick model as .obj file (but with no UV mapping, else it won't work at the moment - BEWARE!!!) then via file-mesh and some fine tuning you will achieve that (I made just that with crater baseplate which is not present in LDD yet it is in my BlueRender LDD renders )
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Ah, that one...I thought it is just down sized picture of the main model from the cover, eh!
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What micro ship, where (I have opened up your link but there is none micro ship there to see)???
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OK do it like this (step-by-step "HOW TO"): 1. go to BlueRender folder 2. find there file named "scene.sc" and opens it in any text reader (Windows: Notepad, Wordpad etc.) 3. find there a section looking something like this: background { color { "sRGB nonlinear" 1 1 1 } } 4. now change those 3 float numbers there after "sRGB nonlinear" to any sRGB/RGB value you want - THAT'S IT! ...or if you in fact meant "baseplane color" then do the same as above except find code section looking like this and change the sRGB value there respectively: shader { name PlaneMaterial type diffuse diff { "sRGB nonlinear" 0.3 0.6 0.976 } } Hope it helps a bit...
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[MOC] Star Trek TOS K-7 station : The trouble with Tribbles
___ replied to BaronSat's topic in LEGO Sci-Fi
OK, nevermind - I am not into Star Trek so I do not know...anyway once again: nice built! -
[MOC] Star Trek TOS K-7 station : The trouble with Tribbles
___ replied to BaronSat's topic in LEGO Sci-Fi
Ouch - sorry for that one then (but they would serve as plats too anyway)! -
[MOC] Star Trek TOS K-7 station : The trouble with Tribbles
___ replied to BaronSat's topic in LEGO Sci-Fi
It looks very nice to me, lots of details there + those red pseudo-flowers on a brown stick are hilarious (which tell me your abstraction thinking is high)...super! -
LDD multilink hinge problem
___ replied to Victor Imaginator's topic in Digital LEGO: Tools, Techniques, and Projects
Well done - glad I could help a bit! -
LDD multilink hinge problem
___ replied to Victor Imaginator's topic in Digital LEGO: Tools, Techniques, and Projects
OK, here it is for you - hope it is "informatic" enough and that it'll help you...have fun! -
LDD multilink hinge problem
___ replied to Victor Imaginator's topic in Digital LEGO: Tools, Techniques, and Projects
Well, it is not a problem, but may look like a problem if one is not that skilled in LDD cos it cannot be done so easily like that. As I made exactly this kind of things in my latest LDD renders (Blacktron prototype - the base HQ, here: http://www.eurobricks.com/forum/index.php?showtopic=111568 ) I know what I am talking about: - I will make some pictures and show you how to do it later, wait... -
Nice little robots...usage of the small chain looks great!
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Alcoubierre Drive Ship (Warp Drive) concept art
___ replied to Zaphod Beebledoc's topic in LEGO Sci-Fi
Nice interpretation + great you are using BlueRender as I can only highly agree on that! -
UPDATE: * 1 new render (another one)
- 11 replies
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- blacktron
- prototypes
- (and 7 more)
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QUESTION: As I really need it to know and PM seems not functioning or something, I put my question publicly and maybe some other JAVA programmer will respond knowing the right answer, so: * does "state.getShader()" under specific lights (in this case SphereLight.java) returns actual instance of shader used for actual "state.getHit()" object or just the type of the shader used? Cos I defined new method for shaders so when I call it like "state.getShader().hasNoshadow()" I expect it returns actual boolean value of the active instance of the shader (that is the one associated with actual "state.getHit()" object), but for some reason I always get only the initial "false" boolean instead of right "true/false" value - why?
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My background for that Blacktron prototypes render was made in Blender, exported as .obj file and used for file-mesh object in BlueRender's .sc file for actual .lxf.
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Well, it seems like we are almost there with "noshadow" (+ this work basically with ANY TYPE of shader, not just the glass...simply any material/shader having as last parameter "noshadow" won't cast shadows at all! ):
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Thanx... And you are right: my aim was not imitating CS, I see no reason for that as for me, I rather wanted to develop something completely new and different where only somewhat that design concept would resembling CS + having also some artefacts that are conceted with CS like golden moon logo for visual affinity between CS and my new subtheme, that's it.
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UPDATE: As of now I am finally able COMPLETELY BYPASS SHADOWS (tho at this early stage only ALL shadows for all objects), but that si very good sign that at least I know where to look and what to do...ehm, more or less.
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Here is the 2nd "ClassicSpace" version - (from my poin-of-view) the better one, more realistic looking (now with darker glass edges):
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UPDATE: * 1 new render
- 11 replies
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- blacktron
- prototypes
- (and 7 more)