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Rotate an complete objekt 45°
___ replied to JoergH's topic in Digital LEGO: Tools, Techniques, and Projects
No problem - have fun with your LEGO model. -
Rotate an complete objekt 45°
___ replied to JoergH's topic in Digital LEGO: Tools, Techniques, and Projects
Connect brick 73603 to the ship and rotate it as you want...here is your model rotated that way by +45° as you wanted - LXF -
Well, my latest bricks build I was using was 1264 so for me they are deffinitely new, like those plates 14418, 14419, tile 15535, 2607 magnet holder etc. If there were any update in between and you have installed it then for you it is not new, of course. That said it may mean that there actually is not that long awaited update, it may be just me who updated my LDD only now...I do not know (therefore there was my question in one of my previous posts)
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Here are some new parts I noticed...or at least I did not noticed them in previous release.
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Ehm, I do not know but today I opened my LDD 4.3.8 and it immediatelly installed new updates, my actual brick version is 1564.2 - is it that update we were expecting or is it just me who did not updated his LDD long time ago?
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I like the way the cabin is made and the flexi hoses
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Cute, remaind me of Futuron ones
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Ah, so I am afraid I was right after all despite some called me "not knowing what I am talking about"! Nevermind, now with this being said the only 2 real options left are as follows: A.) edge beveling B.) brick shrinking (OK OK I know... but at least as a quick test this might be interesting, right? Just remember: brick pivot have to be in its center so it would shrinking inward proportionaly + position matrix HAVE TO STAY INTACT AS ORIGINAL [according to a pivot in the center of the respective brick, if you shrinking with pivot being elsewhere then you also need to move it in a right directions "original position + (shrinking value/2)"]!)
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It has no problem with reflecting anything UNLESS the object with the reflective material is facing upward: in this case it is always black unless you put something "physical" above it so it can be reflected back to reflective object surface. Just perfect, can't wait again! Hoepfully I can start playing around with the actual JAVA code...wondering what I will achieve (if anything at all, of course) BTW: did you noticed @virtualrepublic suggestion for the beveled edge shader? It sounds really promissing to me.
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guys it seems like you did not understand why I said what I have said about the shrinking, so once more for clarification only: I said shrinking could be the EASIEST OPTION compared to edge beveling cos I was not sure/did not know if it is applicable for SunFlow/BlueRender and if @msx80 would be willing to implement such a ehm "complicated" code, that's it,nothing more so please stop comparing these two methods as in "which one is better?" as we all know that from visual point of view there is no doubt that edge beveling would be the winner, OK? Hoping this clears it for you... Well, if something like this can really be done in SunFlow/BlueRender then I am all for it as the best solution, no problem as it really looks perfect! BTW on the side note: as I said I was successful using just the brick shrinking (pivot in brick center) to achieve normal looking seams in Blender which was quite easy operation (as in those times to achieve simple edge beveling introduces many problems)...I was trying to find those renders somewhere here in my tablet but I am not able to find them to show you the result (it was one of the first cs bases from 1978 I guess), but they are somewhere around here like 1,5+ years old...if I find them I can post them tho I think it is not necessary at this point anymore really
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Sorry if it seemed rude cos it was not my intention, I meant it in a good manner hoping it will help, there is no need to be angry or rude, please cool down, it is all meant as friend's advice on a problem, there is nothing more to it... Good to have you back as there is a lot of work ahead... Yes, that was exactly the reason I told you about it hoping there could be some of our problems already solved... ldd_finishes.inc > #declare ldd_ppv_x_shrink_amount = 0,0...; #declare ldd_ppv_y_shrink_amount = 0,0...; #declare ldd_ppv_z_shrink_amount = 0,0...; // + also bevel size #declare ldd_bevel_size = ...; Also like 1+ year ago when I was kind of meddling with Blender I used exactly just the shrinking method achieving exactly the same effect as beveling, somewhere on this forum there is my old topic/post about it. Basically I was suggesting it just because I am not able if this code should be part of a SunFlow or BlueRender, as shrinking bricks is quite easy and comapred to beveling introduces no side effect (ehm, unless not known to me )
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What? Why not? How did you come to such conclucsion? Every "gap" also the smallest ones are rendered in SunFlow compared to POVRay others than the best quality settings - rendered with absolute detail so YES it would show as seams in SunFlow + you need to bear in mind that edge beveling has bad side effect on logo-on-stud: it make it appear too smooth, shrinking would not have such effect... See my message above yours: most probably @msx80 WILL NOT change SunFlow code itself, he would only add some "add-ons" to it, therefore chances are pretty low tho I hope I am completely wrong on this one This was already discussed and @msx80 said he will look at it as he returns from his hollyday, maybe you should read all the messages in this first before you post yours, hm? C'mon there is not that much posts yet Camera > fov
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I understand you are talking about BRICK SEAMS (which is BTW one of two next thing we definitely need to obtain in BlueRender to become real POV-Ray substitution...the other one is logo-on-stud) but I am afraid you got it a bit wrong: to my knowledge shader in SunFlow ONLY changes surface attributes (color, reflection, texture etc.) not shape of an object, I do not know if SF supports edge beveling and if not @msx80 would need to develop it for SunFlow (which he already did said he is not intended to do that, only "small" bits) so I guess what could be done quite easily and would more resemble the real LEGO stuff is shrinking every single brick in size into its center by some micro value like in ldd2povray (0.005), but I may be wrong, of course. Cos in real LEGO the reason for its seams is not beveled edge but the fact that two bricks do not connect to each other by 100% joint, they are always more or less a bit higher then y0 and also do not stick 100% to their sides respectively at they are slightly out of straight line so the gap in between them occurre.
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db.lif is one huge file containing all the data and files LDD is using. On PC it is installed elsewhere than the actual LDD program itself, so you have to search on google where is the db.lif actually installed on MAC. Once you find out just set that path manualy into BlueRender if it'll ask you to.
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If Java can run on MAC then yes, you can, just install Java for MAC (ehm, if there is something like that at all) and next click on the bluerender.bat and wait - it will start the programmfor you. The only problem could be if MAC can run/understand .bat/.cmd, isn't it only for PC? Anyway, you can run that command from your command line...cos that is exactly what the .bat file is doing: running command line.
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No problem. Not at all: your reflective material needs to reflect something, if there is nothing to reflect it is black (or at least it seems like that) - when you set up your sun light there actualy is no physical sun up there, only the effect of it therefore it has nothing to reflect, on the other hand if you are able put ANYTHING above such material it will be reflected upon the material surface, so if I placed a mesh with texture above the object it reflects it depending on what exactly you have for a texture (in this case it is picture of the sky). Oh yes it has, definitely: remember that the plane is WHITE, without casting shadow it would stay like that and it would still reflects on reflective surfaces, but with casting shadows all colors get dimmer, more black as you see. Sure, here link for all the files needed in a zip (hosted on my own server): http://lego.queryen.com/download/20150609_bluerenderskyreflections/bluerender_sky_reflections_bublible.zip For those that needs only my added code part here it is for you too: #------------------------------- # BUBLIBLE sky reflections test #------------------------------- # shader { name tran type glass eta 1 color 1 1 1 } # shader { name plocha type diffuse diff 1 1 1 } # object { noinstance type generic-mesh name "Sky" points 4 0 0 0 0 1 0 1 1 0 1 0 0 triangles 2 0 3 2 0 2 1 normals none uvs vertex 0 0 0 1 1 1 1 0 } # instance { name PlaneInstance geometry Sky transform { scaleu 300 rotatey 90 rotatez 90 translate 100 20 50 } texture "Z:/_LAN_/Bluerender Reflection/sky.jpg" shader tran } # object { shader plocha type plane p 0 0 0 p 4 0 3 p -3 0 4 } + I have also additionally increased the sky mesh size so now it covers completely whole area, so now it looks like this: For this to be implemented you need to ask @msx80 but he is away for whole week right now so we have to wait again.
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Monty Python stuff...
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+ besides for really accurate sky effect we simply need to achieve this concept (cos as I have said IBL does not work as it should and this solution would also solved other probs connected with "normal" ibl like ability to rotate our image as we want, blend it with solid color aka gradient etc. ): * to achieve hollow sphere we would simply use TEXTURED THIN GLASS SHADER if it ever worked, cos it did not (at least for me), so with its transparency set to 0 (eta 1, color 1 1 1) and with applied sky texture we could make it I guess...just those casting shadows of transparent glass would be kind of a problem
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SOLVED: * the only problem is that completely transparent glass object is still casting shadow which is absolutelly wrong (therefore that "blackness" all around the place) , so the only hope for us is to realy realy realy kindly pushing on @msx80 to implement a new attribute for an object called "noshadow" that would "bypass" such object from casting shadows (but he already said elsewhere that he won't mess up with the SunFlow code itself so the chances are almost 0% for now I guess ). Well, anyway, here is the result for you - BlueRender sky reflections on metalic objects: BTW ibl light with HDR map was absolutelly of no help (cos I noticed and already discussed it before that it is applied wrongly), solution was to create a mesh, place it above the objects simulating kind of a sky and apply to it texture with glass shader with complete transparency...
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OK, gonna look at it tomorrow cos today I was making one new website project and finished only a while ago (that is 01:00 at night, time to sleep now)...I will let you know then.
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Just PM-ed you @msx80 BTW did you notice that actuall latest SunFlow version is 0.0.7.3? There is difference between Sourceforge and Github, the latter having the latest one. Link: https://github.com/fpsunflower/sunflow/blob/master/CHANGELOG