garethjellis Posted March 23, 2014 Posted March 23, 2014 I have seen some excellent MOC work by others using LDD to create and POV ray to render. My questions is how are the talented people applying stickers or decals after the render? Quote
JM1971 Posted March 23, 2014 Posted March 23, 2014 I would also like to know this, the warp function of photoshop could do this but it would look a lot better if it was part of the render. At a guess when using ldd2pov check 'Declare Each Brick Separatley' in the scene tab, find the brick you want to add texture to in the .pov file and add the texture. Quote
Calabar Posted March 23, 2014 Posted March 23, 2014 ldd2pov can already add decorations if the surface of the brick supports decorations in LDD. Otherwise the decoration is added using and image editor. PS: there is a specific topic where to discuss about ldd2powray, maybe this discussion will be moved there. Quote
garethjellis Posted March 23, 2014 Author Posted March 23, 2014 I have seen the function to decorate a specific brick or tile in LDD, and even replace them in LDDtoPOV but what about a sticker type decal that covers many bricks...... Quote
Nachapon Lego Posted March 24, 2014 Posted March 24, 2014 (edited) I have seen the function to decorate a specific brick or tile in LDD, and even replace them in LDDtoPOV but what about a sticker type decal that covers many bricks...... In some case you can seperate the texture like Mater's side, but it may leave a gap as shown. The Mater's eyes decor is apply on a 2x2 tile, which been transform to sticker thin using LDD ver4.2.5 bug (scale trick). These methods worth in case of your have many many same decors to apply in a rendering scene. Mater _ LDD by Instructions archiver by Nachapon S., on Flickr Edited March 24, 2014 by bbqqq Quote
JM1971 Posted April 12, 2014 Posted April 12, 2014 Created a polygon that goes in front and texture added to it... polygon { 4, <0, 0>, <0, 1>, <6.2, 1>, <6.2, 0> texture { finish { ambient 1 diffuse 0 } pigment { image_map { jpeg "Tom Baker.jpg" interpolate 2 } } } translate <-4.65,8.95,1.36> scale 0.77 } Shiny Floor... plane { y, min_extent(ldd_model).y pigment { rgb <255/255, 255/255, 255/255> } finish { reflection {.25} ambient 0 diffuse 0 } } Quote
Leewan Posted April 12, 2014 Posted April 12, 2014 (edited) Thank you ! Will definitely gonna give a try. translate <-4.65,8.95,1.36> So... these coordinates correspond to the position of the part I want to apply the sitcker, right ? I tried with a flattened 2x2 tile (worked with the lxfml), but I still have some trouble aligning it properly : But I think it could work on flat surfaces. In this case, it's the window frame that prevents me from positioning correctly the sticker/tile. (and yeah, I'm also trying the external light sources :p ) Edited April 12, 2014 by Leewan Quote
JM1971 Posted April 12, 2014 Posted April 12, 2014 (edited) Thats right also polygon { 4, <0, 0>, <0, 1>, <6.2, 1>, <6.2, 0> texture { finish { ambient 1 diffuse 0 } pigment { image_map { jpeg "Tom Baker.jpg" interpolate 2 } } } translate <-4.65,8.95,1.36> rotate <0,0,0> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<THERE scale 0.77 } rotate can be added to do the other sides This light works with your LFX, they are tricky to get the right position. light_source {<0,0,0>, color rgb <4,4,8> matrix <1,0,0,0,1,0,0,0,1,-1.2000126838684082,9.2799873352050781,-1.9999980926513672> fade_distance 2 fade_power 1} P.S. You can also put your entry in the render section on the competition. Edited April 12, 2014 by JM1971 Quote
Leewan Posted April 12, 2014 Posted April 12, 2014 I actually made some renders with the light before, but I made some modifications to the .lxf when I tried to add the 2x2 stickers, and didn't change the light's position, but I had some nice results, as you can see here. Anyways, thanks for the light's coordinates. x) And yeah, I might post my entry in the render section. Quote
JM1971 Posted April 12, 2014 Posted April 12, 2014 Thats a good central light, I sent a PM with more info. Quote
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