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THIS IS THE TEST SITE OF EUROBRICKS! ×
THIS IS THE TEST SITE OF EUROBRICKS!

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Posted

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?

Posted

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.

Posted

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.

Posted

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......

Posted (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.

8599898127_6a96803552_z.jpg

Mater _ LDD by Instructions archiver by Nachapon S., on Flickr

Edited by bbqqq
  • 3 weeks later...
Posted

tardis.png

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 } }

Posted (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 :

tardis16.png

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 by Leewan
Posted (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 by JM1971
Posted

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.

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