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Posted

Hi there, about obj parsing there are already great java libraries, i started integrating one of them in Bluerender just the other day.

More importantly:

I finally setup the issue tracker! I invite all interested people to join it and move most of the technical discussion there, so we can stop spamming eurobricks and i can keep things organized :)

The url is: https://bitbucket.org/msx80/blueprint/

It's working great, i can manage milestones and everything i need. There are all my previously entered issues, which may not be easy to read for other people, hopefully i'll clean it up with time :)

Thanks!

SUPER!!! Gonna look + add my own, of course

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Posted

SUPER!!! Gonna look + add my own, of course

I already see it's working great! We can have per-issue discussion instead of mixing everything. Very happy with it :)

Posted

I already see it's working great! We can have per-issue discussion instead of mixing everything. Very happy with it :)

Ya, the only issue I see there is that we constantly do not understand each other right so more and more new explanations are needed most of the time - I guess the reason is incompatibility between italian and slovak "thoughts" or something (OK: we developed ridiculous pseudo-flying car and you developed...Richi e Poveri), haha. :laugh::grin:

Posted

We werent' understanding here either :) also, italy developed many other awesome things.. like fiat cars for example :P btw what's this pseudo-flying car you're talking?

Posted

We werent' understanding here either :) also, italy developed many other awesome things.. like fiat cars for example :P btw what's this pseudo-flying car you're talking?

It was meant kind of joke, Nicola, you see? We did not understood each other once more :laugh: , besides Richi e Poveri are my beloved group, so no insult was meant at all! :wink:

Ah, that car...I guess you must heard of it already, the last time they testing it it crashed to a field... :grin:

Posted (edited)

here's the first example of rotating render :) 30 frames!

WOW, mate, now that is absolutely freaking perfect!!!!! :thumbup: :thumbup: :thumbup:

So when you already release v5 with obj brick import and this rotating thingie? :grin: Can't stand the waiting, really! :blush::devil:

BTW what SW did you use for that gif output? :look:

Edited by bublible
Posted

here's the first example of rotating render :) 30 frames!

ou9li.gif

perfect!

I'm sure this will change the way (LDD) MOCs are shared online. It's worth a thousand (well, 30) pics :)

Posted

here's the first example of rotating render :) 30 frames!

BTW what is this model - it is your/someone's design or some original LEGO set? :look:

Cos I really like the concept very much! :wink:

Posted

perfect!

I'm sure this will change the way (LDD) MOCs are shared online. It's worth a thousand (well, 30) pics :)

Thanks :) There are still a couple of things to tweak, for example it's actually the camera that rotate around the model, but it should be the other way around (see the shadow rotating with the model :P).

BTW what is this model - it is your/someone's design or some original LEGO set? :look:

Cos I really like the concept very much! :wink:

It's a model of mine :) I tryed some "dieselpunk" look.. Didn't end up like i anticipated but i still like it. I'll put it on rebrickable as soon as i finish the building instructions :)

SAxGDHi.png

Posted

FYI - I gave my seminar on Blueprint and Bluerender at the BrickFair VA LEGO Convention yesterday. It went very well and was well attended! I didn't like not being able to use Blueprint live on my laptop (due to older OpenGL support), but my narrated video went off about as well as it could.

Posted (edited)

Thanks :) There are still a couple of things to tweak, for example it's actually the camera that rotate around the model, but it should be the other way around (see the shadow rotating with the model :P).

Nicola, the reason why the shadow is rotating with the model is for the cause I was telling you further back on this topic: LIGHTS (=> shadows) axes are computed based on LDD world, not on BR world WHICH IS WRONG cos that way it is always updated according to model rotation! :hmpf_bad: There is world conversion method in SF so just use that for lights in BR src... :wink:

So for example if your model is rotated like 45° and you set your light let's say z=50 then the light won't go 50U backward but instead like some U in north-east direction (and this was the easier case...won't telling you what kind of head ache you would have if you have some more exotic rotation on the model - your head could explode trying to figure out which axes would give you simple backward movement of the light - ldd2br world translation for lights should be another thing that meeds to be done rather sooner)

It's a model of mine :) I tryed some "dieselpunk" look.. Didn't end up like i anticipated but i still like it. I'll put it on rebrickable as soon as i finish the building instructions :)

Then all thumbs up for you! :thumbup:

Edited by bublible
Posted

No, lights are placed in world coordinate. The model position is taken from the lxf, and the camera position too, which is all perfectly correct. The issue is just choosing if you want to rotate the model with a fixed camera (which is the correct way), or rotate the camera around the model (which i did just becouse it was quicker).

Here's an update with the model rotating :)

ox86v.gif

Posted (edited)

No, lights are placed in world coordinate. The model position is taken from the lxf, and the camera position too, which is all perfectly correct. The issue is just choosing if you want to rotate the model with a fixed camera (which is the correct way), or rotate the camera around the model (which i did just becouse it was quicker).

Here's an update with the model rotating :)

But that is not correct: the latest version v0.0004 I am using definitely got this wrong, you can try for yourself - maybe you corrected this for the upcoming version?

Try the case I explained above and you will see the light will not go straight backward as it should - lights are taking their axes angles upon LDD model world and not upon actual BR camera.

Or even better rotate your camera in LDD like +90° and then try to add one light, lets say Spherical and set its z axis to 50, it will go 50U to right/left instead! :wink:

Edited by bublible
Posted

Thanks :) There are still a couple of things to tweak, for example it's actually the camera that rotate around the model, but it should be the other way around (see the shadow rotating with the model :P).

It's actually not too "wrong" to me, it's just different. In fact, the reason it's usually the object that rotates (in the real world), is that it's easier to rotate the object that the camera around it, BUT there are rolling camera gadgets to do just that too, not counting that in movies it's also the camera that's on rails (but here it's also because it's easier to move the camera than the whole scene).

Both look good IMHO (especially since the light is good from all angles, otherwise moving the camera would have sucked), is it optional or fixed to object rotation now?

Posted

do you guys have a time frame to realease the next version? I really like this but I dont like the dark glass.

Dark glass has been already improved/repaired just not indexed/included in official BR yet...I have to make "clean" src for @msx80 first so he can actually implement it into BR, so just wait a bit more (I have quite a lot things here to do so time for BR shrinked a lot at the moment, ah)

Posted

Great software! Very easy to use and "scene.sc" is pretty easy to edit.

I got only 1 question. Is there any option to turn on "outlines on bricks"?

Now connected bricks with same color looks like 1 big brick.

Posted

Great software! Very easy to use and "scene.sc" is pretty easy to edit.

I got only 1 question. Is there any option to turn on "outlines on bricks"?

Now connected bricks with same color looks like 1 big brick.

Thanks :)

No, actually there's no way to outline the bricks or add a beverl.

Posted (edited)

Great software! Very easy to use and "scene.sc" is pretty easy to edit.

I got only 1 question. Is there any option to turn on "outlines on bricks"?

Now connected bricks with same color looks like 1 big brick.

Kalais, this was already discussed here several times and if you would read some of the latest posts (let's say like last 2-3 pages actually :grin: ) then you would already find answers to your question...in short: new version will introduce .obj bricks (different type of input bricks for render) which will most probably already have brick seams (you know, the problem you was asking about - several bricks of the same color looking as one big brick) - hope my answer satisfied you a bit. :wink:

Are you planning to add it? I think it makes renders much more realistic.

Ehm, it cannot be done in BR...@msx80 already told you, sorry.

Edited by bublible
Posted

Earlier was to scary reading whole 16 pages ;) I stopped at like 3rd. Now I found discussion you talking about. Everything is clear now, thx :)

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