Advanced Add-on for Blender
Scrubs started this discussion in Model Export and Render
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Check the Advanced Add-on description page for more information.

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616 replies · Page 2 of 31
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Before you run the script, juste change the variable on line 10:
bevelWidth = 0.2
For after the script ran, Update one part with the settings you want -> select all the parts the modifiers shall be applied to -> make sure the last part selected is the one with the modifiers you want to apply (light orange outline) -> Ctrl + L (Make Links) -> Select "Modifiers".

UPDATE: higher render time was caused by turned on Reflective/Refractive Caustics.

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I changed the transparent material so I might check if it is still needed to have reflective/refractive turned on.

You should turn it off to let the user decide to use caustics. Especially for the ones who use Blender the first time with your tutorial to get a raw render. It makes the difference of 2.5 times (mainly the reflective one) and additionally you need to adjust the samples for this. You will have the same issue with MODO.

You should also set the initial bevel segments to 3 because this just defines the roundness of the bevels. 8 is far too high.

Please check Facebook. I posted some side-by-sides where you see dark areas at the studs. First I thought it's a wrong bevel at the bottom but it seems the issue I was talking about when you mix SSS with Diffuse.

UPDATE: it looks like you don't mix SSS with Diffuse anymore. So what's causing the dark AO-like shading?

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This is a geometry issue and the reason why I put the bevel segments to 8 (+ an edge split modifier). If you put a lower value or no edge split, you need to subdivide the part for a correct shading which I cannot do right now as it doesn't work for all parts.

There is always a reason when I choose values for something 😛

Run a quick test with caustics on and off with GPU and I don't really have a time difference (but a clear visual difference). Worth re-doing the test with multiple scenes.

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I found the first issue... There is a problem in the mb_decoration material. Decorated parts with no stickers are rendered with the paper sticker material instead of the ABS material 😛 Will correct that in a few hours when I'll be home and I will post 0.1.1

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I put online the first revision 0.1.1
It fixes the issue I found with decorated parts and no bump maps.

@Scrubs I can confirm that the 0.1.1 version of the script works fine on my Windows 10 machine with Blender 2.78a. Just hade to change to sRGB as stated in the instructions. Well done!

One more thing that is a bit off topic but it would be really cool to have a "cracked" space helmet in the library like the helmet Benny got in the movie. That together with this script would be amazing 😄

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@uvtrollet Try part 16599. I think it is what you want.

Thanks! I did not know.

I have a few suggestions for a future version of the script.

Older brick often change color with the time, it could be awesome to have that option with the scratch to give a used look to the model.

It's not that hard to do manually, but automatisation is always cool !
In the oldwest portion of Lego Movie you can clearly see a extreme version of that, the brick really look like they were sitting outside for years.
https://i.ytimg.com/vi/LQb28n56Kbk/maxresdefault.jpg

You could also verry sigthy move the position of the bricks to give a less perfect look to the model, to give the impression it was made by a real hand.

SCRUBS is planning a plug-in. So what are the possible features:

  • enable/disable subdivision
  • enable/disable and changing width of bevels
  • switching between real and OSL bevels
  • disable/enable textures
  • choose combination of textures (scratches, fingerprints, smear)
  • enable a slightly random placement of bricks (scale down to 99.5% > transform, rotate)
  • variation of random color saturation
  • basic settings for "clean and polished promotional look" and "realistic used look"

Here's how Benny looks like when I'm using 0.1.1.

http://crawlerspot.com/images/benny.jpg

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@SaitoGray @renderbricks Look at the node mb_color. You can increase the math values to increase the random color shift. I might add an input to the material node to control that. I also have an idea on how to make the edges clearer to look like bricks are older.

I don't intend to control micro displacement/rotation/scaling of bricks in Blender. My idea is to do it at export time in Mecabricks with a couple of options.

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@uvtrollet don't hesitate to play with material settings. Minifig arms are generally rougher than other parts so you can increase the roughness parameter to 0.6 for example.

A randomisation of object transform (brick micro displacement) can be achieved manually as follows:

in Object mode, select all objects, then select 'Object' > 'Transform' > 'Randomize Transform'. Enter values of e.g. 0.01 for 'Randomize Location' and 0.1 for 'Randomize Rotation' for Z.

Having this as export option would of course make this easier.

EDIT: overlooked Scrubs' answer, so removed unnecessary information.

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@wlange Didn't even know it was existing. Looks cool.

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And also because I am nice, I increased the daily export allowance to 30 instead of 10 😛

Thanks, Scrubs.

Question: wouldn't it make more sense to control microdisplacement in Blender (i.e. the addon), because it allows for subsequent changes - after - setting up/modifying the Blender scene with all the steps involved? If it was an export option, I'd have to judge the displacement in the Workshop, but if I find only in Blender that I want to alter the values, I'd have to re-export and set up my Blender scene again. Just my $ 0,02...

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