DarkKnight7 Posted December 3, 2015 Posted December 3, 2015 Noob here, and I'm not sure if this is where this question needs to go or not, but does anyone know how you can get the "decorations" sizing for replacement decoration files to fit correctly on the fig? I'm good with head, torso and front legs, but the side legs are not sizing to the edges like it does in LDD. Is it possible to get that file of the side leg print that comes with the model so I can use it as a template to size my own "decorations" and designs? I couldn't find any answers within the threads here, as there is so much good info to go through. Thanks again and sorry if this is not the correct thread for this. Quote
Kolonialbeamter Posted March 19, 2016 Posted March 19, 2016 Is anyone still using LDD2PovRay and Pov-Rayfor rendering .lxf files? I kind of 'missed' the transition to Bluerender, and now with the recent LDD-update, new parts aren't supported (yet?), and even those whose models have changed don't work any more Is it worth to wait for an update, or is there a workaround, or am I doing anything wrong? Sorry if the solution is obvious, I'm just really no crack regarding the 'technical' side of these rendering programs Quote
The Mugbearer Posted March 19, 2016 Posted March 19, 2016 Well, I still use LDD to Pov-Ray converter, and here's my latest MOC rendered in it (actually a lowres version to test the colors): If I am not mistaken, the blade is a new part. And it have rendered all right. What exactly is your problem Kolonialbeamter? Do you get errors? Quote
Kolonialbeamter Posted March 19, 2016 Posted March 19, 2016 I must be too stupid to use it then Just a recent sample (part in question is some flex hose): If I uncheck 'Don't generate includes' in LDD2PovRay, I get this: 'Unable to generate necessary includes. Part ID "16709" is not supported by the current brickset version.' And if I check the 'Don't generate includes' option, Pov-Ray reports a parse error: Cannot open include file ldd_60166.bin. Quote
The Mugbearer Posted March 19, 2016 Posted March 19, 2016 I must be too stupid to use it then Just a recent sample (part in question is some flex hose): If I uncheck 'Don't generate includes' in LDD2PovRay, I get this: 'Unable to generate necessary includes. Part ID "16709" is not supported by the current brickset version.' And if I check the 'Don't generate includes' option, Pov-Ray reports a parse error: Cannot open include file ldd_60166.bin. Then it's me who's stupid. My apologies. Quote
Jason C. Hand Posted March 21, 2016 Posted March 21, 2016 (edited) I must be too stupid to use it then Just a recent sample (part in question is some flex hose): If I uncheck 'Don't generate includes' in LDD2PovRay, I get this: 'Unable to generate necessary includes. Part ID "16709" is not supported by the current brickset version.' And if I check the 'Don't generate includes' option, Pov-Ray reports a parse error: Cannot open include file ldd_60166.bin. I kept getting those silly messages while attempting to render one of my models. I checked-in the "Don't Include Includes" option, and it rendered alright. However, when I went to render the model's .ini in Blender, that same parsing error pop-up appeared on screen. At this point, I really don't know what it is I keep doing wrong, because I followed both the setup instructions outlined here-->https://triangle717.wordpress.com/tutorials/lego/ldd2povray/ and on the program's original website, but it doesn't work. Any help or suggestions would be appreciated. Edited March 21, 2016 by Jason C. Hand Quote
The Mugbearer Posted March 22, 2016 Posted March 22, 2016 I used the Contact form on LDD to Pov-Ray official site to reach out for the devs. Hopefully, someone is still out there. Quote
Superkalle Posted March 22, 2016 Author Posted March 22, 2016 I sent a PM to Hrontos, and hopefully he'll be here shortly to answer questions. About 16709 (small minifigure legs), there seems to be a problem that in the previous version I think they were defined as a "part" and in the new version they are an "assembly" (which is odd since they aren't composed of more then one part). Quote
Kolonialbeamter Posted March 22, 2016 Posted March 22, 2016 Thanks, guys, and also great to see there's still some interest in POV-Ray as a rendering tool for LDD. I'd really be grateful if LDD2POV-Ray wouldn't be discontinued! As much as I appreciate Bluerender, POV-Ray is still the best in my eyes Quote
hrontos Posted March 23, 2016 Posted March 23, 2016 (edited) Just a recent sample (part in question is some flex hose): If I uncheck 'Don't generate includes' in LDD2PovRay, I get this: 'Unable to generate necessary includes. Part ID "16709" is not supported by the current brickset version.' This part (16709) was really removed/changed in recent brickset. There are two workarounds for this error. First (really simple): Delete all generated includes, LDD2POV-Ray will generate needed includes again. Advantage: it's simple. Disadvantage: you will not be able to render old pov files without converting corresponding lxf file again, because there might some missing includes, since the include files are generated only during conversion and only for bricks in lxf. Second (almost as simple as the first): Modify ldd_brickset_index.xml in includes directory. Look for <ldd_16709 brickset="?" library="?" /> and remove that element. The converter will stop trying to extract this part from the brickset. I will make a fix in the converter to support this case and avoid interuption of the conversion. And if I check the 'Don't generate includes' option, Pov-Ray reports a parse error: Cannot open include file ldd_60166.bin. This checkbox has only one purpose: to avoid generating includes during repeated model conversion. For generating includes it is necesary to open LDD brickset. But when LDD is running, brickset is locked and cannot be opened. When you need to adjust a model view or do similar minor change in your model, it is anoying to open and close LDD repeatedly just to allow conversion. So this checkbox might be helpfull. Edited March 23, 2016 by hrontos Quote
Kolonialbeamter Posted March 24, 2016 Posted March 24, 2016 Tried your second method, and it's working! Thank you soooo much Back to rendering now. Quote
Jey_Bee Posted May 26, 2016 Posted May 26, 2016 hello, if its possible to config a base plane file thats looks like a simple grey lego plate with some reflection? so like this one: perfect is, when i can change the color of base plane. I read all the configs for base plane´s here... but its very hard to understand the script and postings, because i´m a german guy with bad english-knowlegde. :( Quote
Jey_Bee Posted June 5, 2016 Posted June 5, 2016 (edited) Still happy as a clam with LDD2POVray... Nice, your Porsche 42059. I build it too in LDD.. and still hard WIP. And i see.. you get the same alternativs as me. You can see my WIP here: (german lego forum) http://www.doktor-br...2428#post112428 Edited June 5, 2016 by Jey_Bee Quote
JunkstyleGio Posted June 5, 2016 Posted June 5, 2016 @Jey_Bee. Interresting work isn't it? For me personally I don't think I will finish the Posche 42056 in LDD soon. Building in LDD, how interresting it may be, is always killing the joy of the fysical build. Still: the 42052 Helicopter was a joy to build and slighty MOD in LDD (And to render for that matter..) Quote
noppin Posted June 7, 2016 Posted June 7, 2016 (edited) Another LDD2POVray , Madoca's Tatra Truck... TATRA A by noppin_1980, on Flickr tatra by noppin_1980, on Flickr Edited June 7, 2016 by noppin Quote
JunkstyleGio Posted June 14, 2016 Posted June 14, 2016 While waiting for the real Porsche to arrive, i finished the LDD version of it last sunday. Here is a render of all the boxes. And loving to render I did make some recolored versions too.. Quote
noppin Posted June 18, 2016 Posted June 18, 2016 Another LDD2POVray , Madoca's Off Road Truck... off road truck - Lego MOC by Madoca 1977 by noppin_1980, on Flickr Quote
Jason C. Hand Posted July 6, 2016 Posted July 6, 2016 All right, here is a much more elegant and naturalistic solution... To do this, I simply copied the the definitions text from the "shiny metallic" finish, and pasted it over the definitions text for the "shiny pearl" finish. That instantly makes all of the pearl-metallic colors become automatically fully-chromed. The foreground of the image below shows gold, silver, and bronze. In the back are pearl-gold, pearl-silver, copper, and dark iron. If you like, you can also adjust the definition text for the reflection variables however you like. I lowered the reflectiveness about 33% for the ones that were originally pearlescent, and the ones that were originally chromed are still perfectly unchanged in every way. If you want to take it to the next level of subtlety, then you can glance at the first few paragraphs about the Phong Reflection Model and related topics on Wikipedia. As an added bonus, using this method gives you seven different shades of chrome to work with, and then if you want a complete rainbow of chrome-colors to play with, then you can easily remap some of their RGB hues in the LDD colors file to create a chrome-red or chrome-blue or chrome-purple... The colors will be correct as it renders, so you won't need to manipulate any colors in PhotoShop afterward. Have fun! And post whatever you do for us all to see! =D therealindy The Real Indiana Jones, So, I followed what you said in the above post, and this is what I got for the test render: The colors used are warm gold, metalized gold, metalized silver, regular silver, regular gold and reddish-gold. Anyway, am I close to the mark? Quote
Jason C. Hand Posted July 7, 2016 Posted July 7, 2016 All new renders done for tonight, posted to Flickr: The model(s) are the Mega Man 1 Robot Masters by DalaGStanator of LDD Gallery. Each photo used a different sky sphere (BG image) in Radiosity. The first one has a significant blue hue while the other remains mostly silver. Quote
The Mugbearer Posted July 26, 2016 Posted July 26, 2016 Hi! So, I have a problem - sort of. I am using some hidden colors for my renders, and the one called "metallic blue" ends up completely black on my pre-renders: What should I do to make render look like that: Is there any settings I've missed? Quote
Hunter1 Posted April 17, 2017 Posted April 17, 2017 Hello everybody I've got a problem with POV-Ray. It shows an error whenever I try to render and it says: Parse error: Cannot open include file ldd_colors_declarations.bin. I've added Library_Path="\\.\LDDIncludes" to povray.ini and it still doesn't work. Does anybody know how to solve this? Quote
mon-o-mat Posted June 16, 2017 Posted June 16, 2017 On 24.3.2016 at 0:41 AM, hrontos said: This part (16709) was really removed/changed in recent brickset. There are two workarounds for this error. First (really simple): Delete all generated includes, LDD2POV-Ray will generate needed includes again. Advantage: it's simple. Disadvantage: you will not be able to render old pov files without converting corresponding lxf file again, because there might some missing includes, since the include files are generated only during conversion and only for bricks in lxf. Second (almost as simple as the first): Modify ldd_brickset_index.xml in includes directory. Look for <ldd_16709 brickset="?" library="?" /> and remove that element. The converter will stop trying to extract this part from the brickset. I will make a fix in the converter to support this case and avoid interuption of the conversion. This checkbox has only one purpose: to avoid generating includes during repeated model conversion. For generating includes it is necesary to open LDD brickset. But when LDD is running, brickset is locked and cannot be opened. When you need to adjust a model view or do similar minor change in your model, it is anoying to open and close LDD repeatedly just to allow conversion. So this checkbox might be helpfull. I tried both, but they don't work for me.:( Quote
Oky Posted July 9, 2017 Posted July 9, 2017 I have been having trouble rendering builds that include transparent pieces. The problem is that the renders take super long! I'm talking multiple hours up to multiple days, depending on how many translucent pieces are included. I have a pretty good PC, so the problem isn't the hardware. I use the default settings and only turn off the background and ground plane and use a single-color sky sphere. When I lower the quality to below medium it gets a bit better, but still takes long. Is there any way to optimize the render time for such builds? Quote
BEAVeR Posted July 10, 2017 Posted July 10, 2017 When I used this software to render, I sometimes even had renders that failed when they got to the transparent parts. The only option I had then, was to take an LDD screenshot with the transparent parts, then color them solid (preferably in a bright color that doesn't appear elsewhere in the render), then render that, and then composite the two images together, maybe adding some more advanced transparency effects yourself. As long as the transparent pieces (and what's behind them) aren't the focal element, you could get away with it. If you can't afford this, you either have to take the long render times or switch rendering softwares as far as I know. Quote
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