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___

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  1. Thank you, glad to hear that (hoping you will support it at LEGO Ideas once I put it there... )
  2. Thank you...
  3. Click images for FullHD resolution... Find out story plot behind this model and even more on set's official webpage: http://lego.queryen....691518.php?j=en You can see it also at MOC Pages here: http://www.mocpages.com/moc.php/415152 LEGO Ideas direct link for those interested: https://ideas.lego.com/projects/109748
  4. I guess I finally see what you mean: your "problem" is actually not a problem as such - I made my script semi-reflective so it does not reflect background onto surface therefore the bottom gradient is reflective like "lighter bottom color (the closer to camera one) FULL REFLECTIONS" and "darker bottom color (the one further from camera) NO REFLECTIONS", so basically you only need to find right amount betweennthe lighter and darker bottom colors gradient so your model sits more on the lighter one. I am suggesting scale down complete plocha object and then move it a bit further from camera so there is still visible gradient and yet your model sits mainly on the lighter bottom color.
  5. No problem: if someone starts it actually I will add my bits and pieces to it...
  6. ___

    [MOC] Speeder

    I like the hammers placement, hilarious!
  7. I know one can easily do exactly like what you just said, of course, I was only suggesting to be made automatically without user input to make state of things most easiest way possible for average user, that was my aim (as I myself am able to do it without any problem if it would b e needed, of course). Yes, there are 3: * .obj - working great unless there is UV mapping present for the object(s) defined in .obj file * .stl - renders without error BUT with no model actually rendered that was defined in .stl file * .ra3 - have no clue what format is this about Where can I find that exporter? Can you give me direct link to it, please? Thanx - yes, I made it in Blender and then exported as .obj. BTW this way I can deffinitely port/make all the tricks I made for POV-Ray, like crater baseplate in LDD renders etc., I just need to understand how to convert 3x3 matrix into SunFlow's 4x4 matrix and then there is no other obsticle for me to implement my "decoration via transparent rectangle" as I am able to find out brick position from .lxf file - if I understand it I will make new tutorial for BlueRender.
  8. Pure BlueRender render with file-mesh object (NO PHOTOSHOP used) - dark and shadowy kind-of Moon base :
  9. @msx80 SUGGESTION: * as it is clear that baseplates with clean surfaces are way too much reflective could you please update your internal code in such a way that everytime a baseplate is selected its shader type will be automatically changed from shiny to diffuse (if the shader type of the color user selected for a baseplate was in fact shiny) + actual color taken from the original shader? For example this: shader { name mat1 type shiny diff 1 1 1 refl 0.2 } ...would automatically become for any baseplate this: shader { name mat1D type diffuse diff 1 1 1 } In case user selected some other type of shader than shiny for a baseplate there will be no change...kind of special exception in internal code of BR. + as there was no reaction from you to my latest problem (.obj for file-mesh object) I further play with it and found out that the problem with the BR error appears ONLY if model in that .obj file has in fact UV mapping - if there is no UV mapping it is rendered OK, so please could you also look into it so we can apply textures in BR to object from .obj file?
  10. UPDATE: So something "interesting" happened: if I try to use the .obj DIRECTLY it still giving the error, BUT if I load it into Blender it loads just fine. So I exported one of my MOC from Blender into .obj wanting to see what will happen and voila there it is - it was successfully rendered like this in BlueRender. Then I thought: wait a minute, what if I just re-export that .obj file that did not work in BR but work in Blender and only then such re-exported .obj file will be used in .sc file for BR? So I did and...nothing, still the same error, why? EDIT: Maybe some kind of limit for number of "shapes", vertices etc.? Ehm, probably not: just checked those two .obj files - the one that works in BR and the other that does not. The one that works is MUCH BIGGER (980 000+ lines, 27mb) that the "wrong" one (cca. 140 000 lines, 4mb), strange isn't it?
  11. PROBLEM: * file-mesh object type does not work at least for .obj files (PDF, page 70) - if I have code in .sc with the .obj file in the same directory as the .sc file written like this: object { shader mat1 type file-mesh name dunes filename mesh.obj smooth_normals true } ...then BR stops giving error: EDIT: + I just tested also .stl and it does not work as well tho in this case there is no error: render finishes but there is no new mesh/object from the .stl file anywhere (yet SunFlow supports .obj, .stl and .ra3 mesh files)
  12. I did not know that, I only updated my LDD like 7 days before after 1+ year...thanx for the link anyway.
  13. That is not quite true: maybe it is just me but transparency in/via uber shader simply did never work, on the other hand it did work with glass shader setting its color to white and eta to 1.
  14. I know POV-Ray, now as we have BR I too completely abandoned it and using BR only (my last render took literaly 7+ DAYS Nonstop...BR made it like for 10 minutes yet also in 2X bigger resolution? Unbelievable!!! ). Now, I do not know if I understood you right if the hanging of the base plates is intended or not but if it is a LDD kind of problem, just go to LDD, open your model, select all bricks (CTRl+A on Windows OS) and slightly just a tiny bit move your model - now the baseplane Y axis should offset right (in case your bottom plates are really the bottom-most objects/bricks in that model), save and re-render...now it should sit nicely on the ground when rendered. As for the "too shiny bricks": hm, I don't know guys, I saw more ppl complaining about it and I can understand it but as I wrote earlier for me it is just a case of right lighting setup for your render, nothing else (at least for me ).
  15. Your signature picture looks really good, seems almost real to me (at first I really thought that ), so if it is rendered completely in BR then thumbs up, very good lighting setup! BTW there seems to be problem with your second picture: it looks like wrong baseplane offset in LDD cos the bottom-most plates with rails are hanging in the air - if it is somewhat intended then it is OK of course.
  16. I like that folding crane - nice apocaliptic MadMax style truck
  17. @iceleftd Ehm, I am not quite sure is mirror is the right type for chrome: it should not be that squeaky clean mirror-like reflections but rather slightly blurry one therefore using uber shader could be more appropriate as with that one you can somewhat play with "type/quality" of the reflections...just my opinion, quite a guess as I actually never used any chrome color/material in my models. I think it is just a matter of how you set up your lighting scene, my bricks with that default .2 value looks like normal very new ones. Thanx a lot! I will deffinitely look into it later...
  18. PROBLEM: It looks like LDD changed two parts from one to another - in build 1264 brick #3957 had rounded top tip as it should be (#3957 should be the original old one) but now in build 1564.2 it is actually brick #30064 that has such top tip and #3957 has flat top tip, so now all my sets that have #3957 having flat top tip instead of round top tip...
  19. Thanx, but sun is not such a problem, it is much more needed for those two other types of lights but as it would be default for all lights then I am more than happy. Understood now... Anyway if you really could and would be so nice actually explain it to me I would be glad as I was finally able to compile SunFlow src (once again silly me: all I have to do was actually look into README ) so although there is a lot of code I think I understood principle so maybe I could play with it and who knows? Maybe after some time we will have seams, logo-on-stud, noshadow, noreflections in place...I have plenty of free time, I just need to see how things works
  20. I own this one personally and wanted to say that to me it is one of those smaller sets that really standing out from a line: original concept (tho similar connection between front amd rear vehicle parts was already seen before on Futuron vehicle 1621-1), very nice alligator-like design yet smaller amount of bricks, simply perfect!
  21. I like the set as all older SPACE sets (ehm, I mean all Space sets ), as I am having this set I need to say - not sure if you meant it or it is there just for a picture (probably so I guess) - but just to clarify things: this little gem comes without any baseplate, of course. To me Blacktron I were much more original in design, or better said were much more interesting to me than Blacktron Future Generation (aka Blacktron II), anyway all these sets are just too good to not have them, that is simply true!
  22. @msx80 Just to inform you: the problem with those two bricks is solved - it was really my local LDD installation messed up, reinstalling LDD helped so now they are rendered without any problem. BTW I still did not figure out how to exactly reference a particular brick in a set tho I partly understood what you wrote me (as we were talking via PM lately), so can you please show us here some basic syntax let's say for a brick 3004? Cos as I understood you it should be something like this: instance { ... geometry "3004_<HERE-IS-PART-I-DO-NOT-UNDERSTAND>" ... } SUGGESTION: + could you please possibly implement that new variable/constant we were shortly discussing some time before that could be named for example %TOCAMERAVIEW% that would simply offset any object having transform attribute in place using this value according to actual BR camera position and Y angle, like this: object { ... transform %TOCAMERAVIEW% transform { translate 50 0 0 } ... } And also PLEASE set it for light object AS DEFAULT position for "source 0 0 0" = exactly where BR camera is placed on X and Z axis and Y angle (spherical and directional only, of course), so that "source 50 0 0" would actually place such light 50u to right from BR camera view instead of 50u to right from LDD baseplane front view as it is now...? Cos as it is now one can only guess and try to approximately place it where he intends to...
  23. Hm, now that is really strange as my LDD updates itself a few days before and I never had problem with 4865 prior to that so it most probably is caused by the update...uninstall/install would be the easiest solution here tho I can check if there are more than one db.lif there somewhere, thanx for testing it.
  24. The steam is nice - I like how you did it (trans clear becoming white opaque)
  25. Link to the LXF: http://lego.queryen.com/download/20150623_br_4865-2607/4865_2607.lxf + no: no there is no other brick in LDD with this name or ID (there are only 3 parts containing the word magnet - "2609 PLATE 2X2X1/3 FOR MAGNET", "73092 MAGNETO HOLDER W. MAGNET", "2607 MAGNET HOLDER"), so what is the solution to the problem now?
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