___
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Everything posted by ___
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WOW! Like, geee, not true anymore - taking my own words back : the result is - and I mean IS - simply brutal (with HDR lighting there is miracleously no too dar trans problem!), see compare these two images I just quickly made (the first is with standard "sunsky" light, the second with HDR file "Etnies_Park_Center"...ehm, OK, I know this is not HDR for SPACE but anyway, effect is enormeous after all )
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NO WAY! Hm, I think - seeing your skills- this should be done by flick of a wrist for you...did you noticed my "kind-of-solution" exactly to this in some previous post on this topic? I know about it, in fact I downloaded immediately as I learned it is SunFlow - that zip is basically the source of my try-error phase now, I am learning from it just like you said Well, tho I managed to get it working the results are for some reasons too dark (almost extremely) and I do not know why? Probably still doing something wrong... Aha, so no error on my side, uff! Happy hearing you are able to implement alpha channel tho original SunFlow code does not support it - that is absolutely essential for my work cos "backing the bg" would be of no use for me , so all fingers crossed and can't wait the next version with all these new thrilling implementations, really
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@msx80 How did you enable the .png decor transparency in that minifig preview? When I make rectangular generic-mesh with UVS and apply uber shader with my .png texture that has transparent background and "spec 0 0 0" with "spec.blend 0" (according to the PDF these two settings should make my object transparent) the picture rendered by BlueRender has white bg instead, look:
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PROBLEM: * IBL light (HDR image) does not work - all I get as output is completely black image SOLVED: SunFlow is using reversed slashes in the file paths description (that is "/" instead of OS used "\"), so when I adapted to it it works
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Well, that's exactly the main point for most of us I guess almost like "be or not to be" (that is a question...)
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+ POVRAY although great quality it renders trans parts not right (I said it before so I will not repeat it just summarizing...) + comapared to POVRAY's not even the low but lower quality settings like Q7 is having amazingly much more details like POVRAY at Q9+ with Final radiosity So guys that said please lets really make BlueRender the best renderer for LDD ever and pay attention to every possible "advanced" features it may have, please, msx80, do not settle yourself with good when you can be THE BEST.
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Actually it is EXACTLY what I want, yes: cos it works like you choose some not used decor in LDD (I mean such decormthat you know you will never ever use in Space theme, like I do not know, for example some Castle decor) and you will use it as an instance of one concrete decor you intend to (for example that castle decor will symbolize grid pattern for me), so every instance of this decor is meant as the same decor therefore YES, it should replace every instance of the respective decor, so it should be quite easy exactly as you have said... We do not need to care about this at it is solved automatically by a logic and intension of the decor used: if I am replacing decor that is for back part of the torso than also the replaced decor will be there cos remember all we are doing is replacing decor not the way how or where it is used Oh, great, thank you so much in advance!
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UPDATE: * 2 new renders
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You do not need to do any GUI for it, simple textual COPY/PASTE inside Setup.txt (tho I rather see it named scene.sc), very easy: youjust show users one simple HOW TO and thats it...it would be one line, like: /* basically a copy of @hrontos' elegant solution to this "problem" */ ChangeDecor(88074, "C:\somePathToMyDecors\someDecorOfMine.png"); Do not worry about it, that was mostly for myself: normaly you can only place decors on bricks that supports it in LDD, this way around - my own solution - I do not need to care about it, I just decor whatever I want, you see now? If you would like to implement it too just tell me... But for that reason I would like to have...ehm, I would like to ask you for two simple things: (maybe you already doing this, I do not know, anyway) put all the bricks into one multidimensional associative array where first element would be the respective brick having all attributes that comes with it from the .lxf, so one could access it like bricksArray[9].name; bricksArray[9].color; bricksArray[9].matrix; ...etc. ...so this way I can easily find the brick I want by the name/color combination using the .log file below please make .log output from the cmd window when you importing the bricks or even better output .log of the bricks array Just to show you "reason" I have for this: See the boxes decors from the 4 sides, without my solution this could not be done in any way...and as I am developer of my own pseudo subtheme Techtroners I just need this things badly. Anyway of course BlueRender do not need this at all, it is just we want to make it really the best tool ever, right?
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According to that PDF there is also one another attribute called "trans" which default value is 10, but whenever I try to use that with whatever value the result is completely black picture, why? trace-depths { diff 1 refl 4 refr 4 trans 10 } ...and also absorption.distance for a glass shader seems not working: if I use it in Materials tab with any value (you see still upon the PDF example: page 96) there is no object rendered on the scene - do I something wrong here? # trans dark blue shader { name mat43 type glass eta 1.6 color ("sRGB nonlinear" 0.73... 0.85... 0.9) absorption.distance 1.0 }
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So that said we "only" had to manage implementing these and we would have perfect quick and quality replacement for the POVRAY right away: logo-on-stud (could be achieved in some similar way as the changeable decors part below) decorations (msx80 said he is implementing this right now...SUPER!) changeable decors (inspired by @hrontos' ldd2povray codes it could be done quite easily again I guess, it'd be better if he alone would enlighten us but I can describe it as I understand it if there is need...basicaly a line in the Setup.txt for the respective decor calling the replacement function - it replaces the path for every instance of the specific decor, and voila that's it ) custom decors via trans polygons (so we can decor ANY BRICK WE WANT - I successfully made this for the POVRAY and I guess it can be also done for the BlueRender, SunFlow respectively...I just need access to bricks matrix values) Sure but we are talking about the Quality/Time ratio I guess and comapred to that THAT IS A HUUUUGE DIFFERENCE + to me it handles trans part much more realistically than POVRAY, like trans dark blue: in reality their edges are darker than the rest of the material but in the POVRAY they are lighter instead which is wrong of course (I managed to achieve that in POVRAY but I had to sacrifice some stuff to achieve that ), SunFlow handles this perfectly
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Yes and not only that: look at the level of detail...as you said in POVRAY we had to set Final radiosity to achieve it and that would take literally DAYS (I am still rendering one such MOC at the moment nonstop for the 4th day and it still is only at 66% tho the output size is small 640x360)
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UPDATE: * 2 new renders
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Hmm, well, the original "uglier" one looks better to me...at least the eyes on this new one could stay such simplistic as in 80's, ah, whatever...
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Very very good, if I was TLG I would definitely think about this instead for example of that "game" from the Ideas page that made it lately...
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No, a bit the other way around like this: I am suggesting the %LDDCAMERA% is variable and that it did not came directly from LDD so it is you who have defined it somewhere inside you sw code, right? Sooo, all I am telling is like: please, if the logic of the code itself allows it (that is if you do not need this definition elsewhere in the script before the Setup.txt so you can move its deffinition) move the definition of the variable to the Setup.txt so we can learn something how did you get those coordinates, from which values so we could use them ourselfes with our own SunFlow scripts in your BlueRender, for example this is just a fictional code how it would look in .pov from POVRAY: #declare LDDCAMERA = (something/anything * abc+efg)+blablabla; You see? Now we know from what values you get the final LDDCAMERA result so we can for example use just a part of the values to use it elsewhere in some another meaning... Confusing??? In what? I am working this way with ldd2povray absolutely without any confusion so I can have individual settings for any of them without perpetual rewriting of the main default files in the sw folder and this way I can render in those settings anytime later even tho I left the default ones for my other .lxfs: do I have my files in the .lxf folder? Then the settings are taken from there. Did not I have any there? Then the settings are taken from default BlueRender folder...easy as that, isn't it? Quite easy solution I guess: when starting your sw there would be no or just the default values from the files in your sw folder, once the input .lxf file is selected JUST REREAD THE VALUES from the .lxf folder if they are there...also: why do you need to visualy showing the loaded files when one know he can simply edit them directly in the .txt itself? That way - no visual .txt representation inside BR GUI - would save you some bits of code and also possible probs implementing what I am suggesting. Yes, I know that, it is basically a form of #include in a way...you see this is what I think is confusing, you do not need 3 files, it is unnecessary, just move them all into one Setup.txt tho probably better would be Scene.sc to stick to SunFlow naming. Yes, that was the code I was using that does not worked...OK, I will try your code now + thanx for the link, gonna look... EDIT: BTW I have worked for 10+ years as a professional FLASH ActioScript2 developer which is basically a customized JS and now as a PHP/JS/XML webdesigner freelancer, so there sgould not be much problem for me understanding JAVA, we will see...fingers crossed
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[Software] LDCad - LDraw cad
___ replied to legolijntje's topic in Digital LEGO: Tools, Techniques, and Projects
No no, I did not mean the LDD part cos I know you are doing LDRAW instead, I actually meant implementation of the SunFlow renderer, of course, as it's superquick and compared to Povray lower settings it is better by many who really tried it (including me). For example it has all the fine details which POVRAY achieves only on the highest Final radiosity which took like many ours even days to render (like the MOC I am rendering now which is in the rendering proces for whole third day gee! ), SunFlow makes it like in 3 minutes, unbelievable! -
UPDATE: * 2 new renders
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SUGGESTION: add brick seams - this should be quite easy to do by edge beveling OR by shrinking the size of every individual brick by "_a" in all dirs brick.scale.x -= _a; + moving it 1/2 of the shrinking value on the scaled axis brick._x += _a/2; This way you should achieve "separation" between individual bricks = seams
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SUGGESTION: individual settings - you could make your BlueRender so that it first search for those 3 .txt files in .lxf folder and if not found only then use the default ones from BR folder. This way we could very easily have our individual settings for every .lxf model and yet still having the default ones in case there are no those 3 files in the respective .lxf folder (in case the logic is one have every .lxf model in separate folder). PROBLEM: As I am playing with your SW more, or better said learning the SunFlow script with it I have noticed you probably not integrated it right or at least I am doing something wrong because in the SunFlow manual PDF on page 97 "Trace Depth" there seems to be a solution for the problem some of the users here had dealing with too dark trans part. But when I add that piece of code to the BlueRender (into Setup tab which should act as "the scene file") nothing happens, everything is still the same...could you, please, look at it?
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[Software] LDCad - LDraw cad
___ replied to legolijntje's topic in Digital LEGO: Tools, Techniques, and Projects
SUGGESTION: Lately there was quite a lot of talk about the superquick and still quality rendering SW for LDD called BleuRender HERE. It is using open source renderer called SunFlow, so what about implementing this little gem into your SW too, hm? This way your SW would become the first known "self efficient" LEGO rendering tool... -
Looks GREAT! Me too as well...can't wait SUGGESTION: I have noticed that BlueRender does nor remember last directory used while still opened, so when I go to render another .lxf it opens by default its OPEN dialog window in BlueRender folder instead of previous .lxf folder - could you at least add an option to search in last selected directory instead of programs folder, please?