Jump to content
THIS IS THE TEST SITE OF EUROBRICKS! ×
THIS IS THE TEST SITE OF EUROBRICKS!

Recommended Posts

Posted (edited)

UPDATE:

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:

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. :classic:

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. :sweet:

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? :wacko:

EDIT:

Maybe some kind of limit for number of "shapes", vertices etc.? :look:

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? :sceptic:

Edited by bublible
  • Replies 1k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted

@msx80: Your tool works great. Look at my signature for proof ;)

Here is another proof:

Steam-Engine-7750-PF_smoke.png

I used Photoshop CC to make the smoke effect.

Great renders, expecially the one in the signature, very lifelike :)

@msx80 -

My next area of focus is the dreaded "transparent objects cast shadows" problem. According to the Sunflow Wiki PDF, you can work around this in the mirror shader by turning on caustics. Trying to do that, however, results in a NullPointerException.

java.lang.NullPointerException
at javafx.embed.swing.SwingFXUtils.fromFXImage(Unknown Source)
at bluerender.a.a(Unknown Source)
at bluerender.BlueRender.a(Unknown Source)
at bluerender.BlueRender$$Lambda$278/490108022.run(Unknown Source)
at com.sun.javafx.application.PlatformImpl.lambda$null$170(Unknown Source)
at com.sun.javafx.application.PlatformImpl$$Lambda$48/730214495.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at com.sun.javafx.application.PlatformImpl.lambda$runLater$171(Unknown Source)
at com.sun.javafx.application.PlatformImpl$$Lambda$47/1789447862.run(Unknown Source)
at com.sun.glass.ui.InvokeLaterDispatcher$Future.run(Unknown Source)
at com.sun.glass.ui.win.WinApplication._runLoop(Native Method)
at com.sun.glass.ui.win.WinApplication.lambda$null$145(Unknown Source)
at com.sun.glass.ui.win.WinApplication$$Lambda$36/683287027.run(UnknownSource)
at java.lang.Thread.run(Unknown Source)

Another spot in the Wiki says "In the uber shader, setting the spec color to 0 0 0 and spec.blend to 0 will allow transparency, though this won't translate to transparent shadows at the moment.". That sounds encouraging, but is it a false trail?

You have been so productive and responsive so far - thank you!

Uhm i don't think the npe is strictly linked to the use of caustics. But i'm afraid my modifications on sunflow broke the caustic functionality. How did you turn in on btw? If you can provide a working scene file i can take a look.

Btw i only have a slight idea of what caustics are :)

I have this doubt in mind: i'm afraid that the "blackness" of transparent parts is due to the shadow they cast just under them. Do you think this is the case? Becouse some floating transparent parts appear much clearer than others more adjacent to the model or the ground.

Posted

Great renders, expecially the one in the signature, very lifelike :)

Well... here is a better version... much better (I rendered it at higher resolution 2560x1800 or something).

scenery_front_1024.png

Posted (edited)

@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. :wink:

+ 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?

Edited by bublible
Posted (edited)

Hi there, thanks :) Much appreciated!

PS in the new current version the "missing flexible" problem is fixed :)

Thanks, I noticed! I plan to update that page soon with the new pics made in 0004. I see that, if your viewing angle is too low, the background has a white strip in the upper part of the picture that also affects the shadows on the model. Is this the horizon or a bug?

Edited by SmokieSmoke
Posted (edited)

Well... here is a better version... much better (I rendered it at higher resolution 2560x1800 or something).

Very impressive! Okay, I'm going to betray my ignorance here...

How did you manage the lettering? I've read some tricks on how to apply custom decorations to parts in POV-Ray, etc. (although I could never get the "##CHANGEDECOR" thing to work in Bluerender), but it looks like you've applied a decal to a series of parts ("Union Pacific" stretching across the body of the train and two doors). That is exactly what I need to do for one of my models! Please describe your approach.

Edited by iceleftd
Posted

Very impressive! Okay, I'm going to betray my ignorance here...

How did you manage the lettering? I've read some tricks on how to apply custom decorations to parts in POV-Ray, etc. (although I could never get the "##CHANGEDECOR" thing to work in Bluerender), but it looks like you've applied a decal to a series of parts ("Union Pacific" stretching across the body of the train and two doors). That is exactly what I need to do for one of my models! Please describe your approach.

Sorry to disappoint you but I just used Photoshop to edit the rendered result: I added filters on the 'sticker' layers. Depending on what effect one wants.

@SmokieSmoke: I guess it is indeed the horizon! Use Gimp / Photoshop to compensate.

Posted (edited)

Pure BlueRender render with file-mesh object (NO PHOTOSHOP used) - dark and shadowy kind-of Moon base :classic: :

20150627_brfilemeshtest.jpg

Edited by bublible
Posted

@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:

+ 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?

Uhm i don't like this special exception very much honestly. I prefer to keep things simple without surprises. Also you can still to this in a slighly more convoluted way: just assign an unused color (like pink) to the baseplate and modify that color to be your unreflective gray.

About obj, you're probably right in that it won't read uv mapping. I'll look into it if it's easy. Are there other supported format for external meshes? Maybe you could try it. Or you could try a blender-to-sunflow exporter to export your mesh and put the output sc file into scene.sc.

Thanks, I noticed! I plan to update that page soon with the new pics made in 0004. I see that, if your viewing angle is too low, the background has a white strip in the upper part of the picture that also affects the shadows on the model. Is this the horizon or a bug?

It's the horizon, where the base plane terminates. I know it's not pleasant when you have an uniform vertical wall that reflect the plane just up to a point.. You can either remove the plane, or match the background color and the plane color (you'll have to play a bit with it as the background is not subject to lighting IIRC).

Pure BlueRender render with file-mesh object (NO PHOTOSHOP used) - dark and shadowy kind-of Moon base :classic: :

Well that's actually very cool! You used a mesh instead of the plane to have the mountains? Very well done!

Posted (edited)

Uhm i don't like this special exception very much honestly. I prefer to keep things simple without surprises. Also you can still to this in a slighly more convoluted way: just assign an unused color (like pink) to the baseplate and modify that color to be your unreflective gray.

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).

About obj, you're probably right in that it won't read uv mapping. I'll look into it if it's easy. Are there other supported format for external meshes? Maybe you could try it. Or you could try a blender-to-sunflow exporter to export your mesh and put the output sc file into scene.sc.

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?

Well that's actually very cool! You used a mesh instead of the plane to have the mountains? Very well done!

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.

Edited by bublible
Posted

@bublible

@msx80

bublble mentioned a tutorial, but I suggest a Bluerender wiki so more people can contribute.

I know the goal is that Bluerender can be used without modification 95% of the time, but a lot of people want to tinker and they (like me) do not have the rendering background that you guys have. This forum is great but searching it for useful tips and instructions is difficult. A tutorial is very static and generally edited by only one person.

Some topics that could be in the wiki:

  • Known current limitations (no LEGO on studs, no bevels/seams, etc.) and why they are there
  • Suggestions for features
  • Links to reference documentation (like Sunflow doc)
  • How-to articles like the mesh one mentioned above, how to lower the shinyness of the bricks, etc.
  • Insights into Sunflow behavior (like sunsky and shadows)
  • Shader examples (using LXF input as opposed to the Sunflow spheres

Just a thought.

Posted

Sorry to disappoint you but I just used Photoshop to edit the rendered result: I added filters on the 'sticker' layers. Depending on what effect one wants.

A masterful job, then! Especially with the contours of the door and going behind the streetlamp glass. And yes, I am disappointed :hmpf_bad:. I want to place a sticker on a flat wall made of multiple bricks (not as complicated as what you did with those doors). I need to figure out a good way to do this.

Posted

@bublible

@msx80

bublble mentioned a tutorial, but I suggest a Bluerender wiki so more people can contribute.

I know the goal is that Bluerender can be used without modification 95% of the time, but a lot of people want to tinker and they (like me) do not have the rendering background that you guys have. This forum is great but searching it for useful tips and instructions is difficult. A tutorial is very static and generally edited by only one person.

Some topics that could be in the wiki:

  • Known current limitations (no LEGO on studs, no bevels/seams, etc.) and why they are there
  • Suggestions for features
  • Links to reference documentation (like Sunflow doc)
  • How-to articles like the mesh one mentioned above, how to lower the shinyness of the bricks, etc.
  • Insights into Sunflow behavior (like sunsky and shadows)
  • Shader examples (using LXF input as opposed to the Sunflow spheres

Just a thought.

No problem: if someone starts it actually I will add my bits and pieces to it... :wink:

Posted

A masterful job, then! Especially with the contours of the door and going behind the streetlamp glass. And yes, I am disappointed :hmpf_bad:. I want to place a sticker on a flat wall made of multiple bricks (not as complicated as what you did with those doors). I need to figure out a good way to do this.

Well if you use photoshop: this is the principle (

).
Posted (edited)

Well if you use photoshop: this is the principle (

).

Using tools like Photoshop is quite easy, but we have much better way how to DO IT DIRECTLY IN BlueRender (so there would be real "physics" interaction between the sticker and the renderer world, like real shadows/reflections on/from the sticker/world etc.)...in fact I am just finalizing it and later will post new topic on how to do it (basically identical stuff I made for POV-Ray before) :wink:

Edited by bublible
Posted

Using tools like Photoshop is quite easy, but we have much better way how to DO IT DIRECTLY IN BlueRender (so there would be real "physics" interaction between the sticker and the renderer world, like real shadows/reflections on/from the sticker/world etc.)...in fact I am just finalizing it and later will post new topic on how to do it (basically identical stuff I made for POV-Ray before) :wink:

Yes, THAT's what I'm looking for! Looking forward to seeing how that works. I can do image editing too (I use paint.net) but in-image is better.

Posted

Using tools like Photoshop is quite easy, but we have much better way how to DO IT DIRECTLY IN BlueRender (so there would be real "physics" interaction between the sticker and the renderer world, like real shadows/reflections on/from the sticker/world etc.)...in fact I am just finalizing it and later will post new topic on how to do it (basically identical stuff I made for POV-Ray before) :wink:

I totally agree, although I also use it for other purposes that would be difficult in BlueRender, but stickers will be much better if one would do it directly on the 3D model of course (even steam with particle sprays).

iceleftd: paint.net is totally a different class of tool, it is a nice basic tool for basic stuff but not very suitable for serious projects. One could use GIMP (open source photoshop idea) too of course.

Posted (edited)

Yes, THAT's what I'm looking for! Looking forward to seeing how that works. I can do image editing too (I use paint.net) but in-image is better.

Still testing, but it really look very promising (finally understood how to convert POV-Ray's 3x4 matrix into BlueRender's 4x4 matrix - sooo freaking easy, yayks! :sweet: )...stay tuned for the final result on "How to decor any LDD brick (even those undecorable ones) in BR renderer"! :wink::tongue:

Edited by bublible
Posted

i would really like to see how you did the landscape and base in the test, is it a surface mesh? Is this the tutorial you are doing? your moon base turned out stunning.

Posted (edited)

i would really like to see how you did the landscape and base in the test, is it a surface mesh? Is this the tutorial you are doing? your moon base turned out stunning.

Thanx :wink::thumbup: and no: I am still not quite there as for the "decoration" testing so I will make the tutorial later when all works as it should (I am sooo cloooose :laugh: , just to find out object cannot hold more than ridiculous 1 instance of "transform" statement which is ah not good...trying to find out workaround...or maybe if @msx80 would change the code of BR a bit so that one can assign more than 1 transform statement for an object - this is absolutely needed, a must, cos 1st transform should be by matrix and the second one for manual fine alignment)

Or at least I still did not figure out how to have both matrix and manual transform settings in one transform instance cos I did try all possible stuff but to no success... :sceptic:

Edited by bublible
Posted

Brilliant Software ! So much faster & simpler than POV Ray.

Did a little test run on one of my models:

Top is Bluerender Bottom is POV-Ray.

Untitled_1.pngimage.png

Posted

Right, in .ini, but having it there on the setting tab for not so technically/programatically "potent" ppl it may be a good idea.

Yea, I like his model too - very good work :thumbup: , BUT as for its originality...hm, I don't know, to me - and I thought to everyone with a modest CS knowledge - it should be immediately clear that it is actually a modern variant of classic space set #6882-1. :wink:

6882-1.jpg

Totally!

I still have mine from the 80's (in a very bad shape), and yeah this is supposed to be the "replacement" version and I plan to make pics of them together, on a good old lunar baseplate.

Posted

Since I made the suggestion, I created and started a wiki for Blueprint and Bluerender - http://blueimaging.wikia.com. I hope this will prove useful to all down the road. Right now it only has a few, very basic articles.

@bublible - please record your tutorial information there if you would be so kind.

Posted

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.

I've noticed this one, i haven't tried it anyway. http://blenderartists.org/forum/showthread.php?305718-Sunflow-0-07-3-exporter-for-blender-2-68

To convert a 3x3 matrix in a 4x4 usually you just add 0 in the right and bottom, and 1 in the right-bottom corner. Note that a 3x3 matrix usually only hold rotation, not position.

@bublible

@msx80

bublble mentioned a tutorial, but I suggest a Bluerender wiki so more people can contribute.

I know the goal is that Bluerender can be used without modification 95% of the time, but a lot of people want to tinker and they (like me) do not have the rendering background that you guys have. This forum is great but searching it for useful tips and instructions is difficult. A tutorial is very static and generally edited by only one person.

Some topics that could be in the wiki:

  • Known current limitations (no LEGO on studs, no bevels/seams, etc.) and why they are there
  • Suggestions for features
  • Links to reference documentation (like Sunflow doc)
  • How-to articles like the mesh one mentioned above, how to lower the shinyness of the bricks, etc.
  • Insights into Sunflow behavior (like sunsky and shadows)
  • Shader examples (using LXF input as opposed to the Sunflow spheres

Just a thought.

Great idea, i'm totally in with the wiki. My user there is msx80 too, i'll see if i can contribute :) Great job with the pages you entered, looks great

Thanx :wink::thumbup: and no: I am still not quite there as for the "decoration" testing so I will make the tutorial later when all works as it should (I am sooo cloooose :laugh: , just to find out object cannot hold more than ridiculous 1 instance of "transform" statement which is ah not good...trying to find out workaround...or maybe if @msx80 would change the code of BR a bit so that one can assign more than 1 transform statement for an object - this is absolutely needed, a must, cos 1st transform should be by matrix and the second one for manual fine alignment)

Or at least I still did not figure out how to have both matrix and manual transform settings in one transform instance cos I did try all possible stuff but to no success... :sceptic:

I'll look into this but it's not exacly how that work, objects only have one transform which is a mix of position and orientation. The matrices need to be multiplied to do what you want to do

Brilliant Software ! So much faster & simpler than POV Ray.

Did a little test run on one of my models:

Top is Bluerender Bottom is POV-Ray.

Untitled_1.pngimage.png

Thanks! Great model! This in particular is much better than povray if i can say it :) Except for the windshild which looks too dark..

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.

Announcements

  • THIS IS THE TEST SITE OF EUROBRICKS!

×
×
  • Create New...