Victor Imaginator Posted July 14, 2015 Posted July 14, 2015 Just export it as .obj from Blender (without any UV) and import to BR via .sc "file-mesh" But i don't need to import one single mesh into scene. I want to redraw parts, not add something, but replace. And not for one render, but for all of them) Quote
___ Posted July 14, 2015 Posted July 14, 2015 (edited) But i don't need to import one single mesh into scene. I want to redraw parts, not add something, but replace. And not for one render, but for all of them) That is simply not possible... The only way is to replace bricks you want during rendering in BR and that's it, sorry. Edited July 14, 2015 by bublible Quote
Umbra-Manis Posted July 14, 2015 Posted July 14, 2015 Finally got around to running my first tests of this! Thanks msx80! Quote
mediumsnowman Posted July 15, 2015 Posted July 15, 2015 I think I accidently hit the box that says "Wireframe/Preview"... And now its just generating blank, white/black renders, based on if "Wireframe/Preview" is checked or unchecked... What the heck did I do and how do I reverse it?!? Quote
___ Posted July 15, 2015 Posted July 15, 2015 (edited) I think I accidently hit the box that says "Wireframe/Preview"... And now its just generating blank, white/black renders, based on if "Wireframe/Preview" is checked or unchecked... What the heck did I do and how do I reverse it?!? Ehm, uncheck the box? No, seriously: if you have it unchecked (which I assume you do) and still having renders of wireframe, then the best and fastest thing you can do is delete the BlueRender folder and download the package again... Edited July 15, 2015 by bublible Quote
___ Posted July 15, 2015 Posted July 15, 2015 (edited) After so many "tries and errors" lasting several days (weeks?) I am so thrilled to finally present you FULLY WORKING NOSHADOW option FOR ANY material Normal material: Fully transparent material with "noshadow" attribute: Opaque material with "noshadow" attribute: Code syntax (example for fully transparent material that casts no shadow at all): shader { name trans type glass eta 1 color 1 1 1 noshadow } P.S.: just hoping I did not forget to test anything important actually... :grin: So now it is up to @msx80 to accept it and implement into next BR version. Edited July 15, 2015 by bublible Quote
Sunder Posted July 15, 2015 Posted July 15, 2015 May be it's a supid question, but I can't understand how to change intensity of light sources. Quote
___ Posted July 15, 2015 Posted July 15, 2015 (edited) May be it's a supid question, but I can't understand how to change intensity of light sources. Well, it depends on type of light used: Sunsky - not possible (but you can change "mood" of the shine, e.g. morning, evening, noon, red sunset...play with "sundir" values + "turbidity") Spherical - play with "radiance" value (+ you can aslo play with the size of the light source under "radius") Point - "power" value (...and you really need to set like really big value 10000+ for quasy area pin light) Directional - "intensity" value IBL - not possible Edited July 15, 2015 by bublible Quote
Sunder Posted July 15, 2015 Posted July 15, 2015 Sunsky - not possible That's a problem. All white/light gray pieces are overlighted. Quote
___ Posted July 15, 2015 Posted July 15, 2015 (edited) That's a problem. All white/light gray pieces are overlighted. Try lowering "turbidity" value to like 3 or 4 if it helps a bit. Edited July 15, 2015 by bublible Quote
___ Posted July 15, 2015 Posted July 15, 2015 Thanks. Now it looks a bit better. No problem - glad to help you a bit. Quote
___ Posted July 15, 2015 Posted July 15, 2015 (edited) Logo on stud possibility...check it out! Edited July 16, 2015 by bublible Quote
iceleftd Posted July 15, 2015 Posted July 15, 2015 Logo on stud possibility...check out! Very promising! What approach are you taking and how much does it cost in time? Also, I've never thought of it before but there would have to be some rules for the orientation of the logo in order to be accurate (e.g., in all three examples above, the logo is off by 90 degrees!). I'm guessing LDDToPOV-Ray has a way of figuring that out. Quote
___ Posted July 15, 2015 Posted July 15, 2015 (edited) Very promising! What approach are you taking and how much does it cost in time? Thanx. I made in Blender just the LEGO word and then at this moment APPLIED IT MANUALY as .obj to a brick via .sc, so in the final version this needs to be done automaticly in BR src but as the part manipulating bricks primitives is done in BLuerender src which only @msx80 has he needs to im plement it himself cos doing it manualy for every brick is nonsense, of course. Basically I am assuming that every brick is made up of several primitves and one of them probably is something like stud (is quite nonsense having repeating code in all bricks for studs I guess therefore I think there is something like that, but msx80 should know better as I am only guessing here). So he only replace stud mesh with my mesh from .obj and that should be it. Also, I've never thought of it before but there would have to be some rules for the orientation of the logo in order to be accurate (e.g., in all three examples above, the logo is off by 90 degrees!). I'm guessing LDDToPOV-Ray has a way of figuring that out. Do not worry about the rotation: it is only proof of a concept, that is I did not pay attention to details, anyway it can be done extremely easy Edited July 15, 2015 by bublible Quote
Victor Imaginator Posted July 16, 2015 Posted July 16, 2015 Basically I am assuming that every brick is made up of several primitves and one of them probably is something like stud (is quite nonsense having repeating code in all bricks for studs I guess therefore I think there is something like that, but msx80 should know better as I am only guessing here). So he only replace stud mesh with my mesh from .obj and that should be it. As i know (and checked it too), every brick have it's own personal 3d model. Quote
___ Posted July 16, 2015 Posted July 16, 2015 (edited) As i know (and checked it too), every brick have it's own personal 3d model. How/where did you checked it??? By extracting db.lif? If so I checked that too but was not sure if there actually is not some common hidden geometry at least for studs... Anyway that does not have any significant change in the principle tho I thought every brick is made somehow like in LDRAW where every brick actually consist of several components (2+)... That would only mean there would be need for much bigger scripting which in fact is not a problem - it is only a question who would be willing to write script for every single pin configuration there is (we could start with some and updating it continuously during each BR version)...well, and I definitely would for sure! That being said: if @msx80 would consider MOVE it's src part that actually doing the brick manipulation to SunFlow src so I could play with it and do it bit by bit cos as it is now most probably only he can do it at the moment (as he did not release his src code, of course, only his modified SunFlow part). Edited July 16, 2015 by bublible Quote
msx80 Posted July 16, 2015 Author Posted July 16, 2015 i can confirm that each brick in LDD is the whole mesh without primitive or anything (that's explain the 700+ MB of database, against the much smaller LDraw db), so to find the studs one have to either point them manually for each possible brick or to program an analyzer that detect stud-like circles in bricks geometry. Anyway, i don't think that a 3d logo is the way to go, it would multiply exponentially the number of vertices in the model. Probably a texture is better. How does LDD2Pov do it? Quote
___ Posted July 16, 2015 Posted July 16, 2015 (edited) How does LDD2Pov do it? I don't know, you have to ask @hrontos (developer of ldd2povray which actually adding that logo to bricks)... Anyway, i don't think that a 3d logo is the way to go, it would multiply exponentially the number of vertices in the model. Probably a texture is better. How does LDD2Pov do it? I do not think so: pure texture won't give you that real shadowing on the stud and brick, it would look quite amateurish I guess. Also you would have to make that analyzer or concrete brick code anyway whatever solution you choose, mesh or texture. + my solution to that would be making method checking id of the brick (like 3004, 3298 etc.) and then for each case separate function would be called having exact studs placement matrix which would apply such mesh upon the brick studs, easy as that. Edited July 16, 2015 by bublible Quote
Sunder Posted July 16, 2015 Posted July 16, 2015 (edited) i can confirm that each brick in LDD is the whole mesh without primitive or anything I've got some doubts about that. LDD somehow can simplify bricks: delets studs and inner tubes when they are covered with non-transparent bricks. Here is example. Edited July 16, 2015 by Sunder Quote
___ Posted July 16, 2015 Posted July 16, 2015 (edited) I've got some doubts about that. LDD somehow can simplify bricks: delets studs and inner tubes when they are covered with non-transparent bricks. Here is example. Hm, I don't know: if you look more precisely you will see that the stud seems to be still there - does anyone else still see the stud being there (cos I do)? Edited July 16, 2015 by bublible Quote
Sunder Posted July 16, 2015 Posted July 16, 2015 Yes, the stud is here because it's transparent. However one of the tubes disappeared. Also, if you connect two bricks and try to look inside it, you will see that studs of lower brick and tubes of upper one disappear. Quote
___ Posted July 16, 2015 Posted July 16, 2015 (edited) However one of the tubes disappeared. Which tube...where? Please, don't get me wrong: I would be glad if you are right cos I think if bricks are really made out of several primitives it would make the stuff with logo-on-stud much easier to do , I just probably do not see what you see or at least do not know where to look cos to me it looks the same. Also, if you connect two bricks and try to look inside it, you will see that studs of lower brick and tubes of upper one disappear. Oh, I did not know one can look inside two interconnected bricks - how to? Edited July 16, 2015 by bublible Quote
Sunder Posted July 16, 2015 Posted July 16, 2015 I think it will bettere to se now. You can try to look inside a brick zooming in and moving camera. Quote
___ Posted July 16, 2015 Posted July 16, 2015 I think it will bettere to se now. You can try to look inside a brick zooming in and moving camera. Oh, OK, I see now, but isn't it a bug in LDD rather than LDD bricks consists of separate primitives parts (like stud etc.)? Cos when I reproduced your picture in LDD it seems like a bug to me...but who knows? Quote
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