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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Yes of course now that I have seen the randomize transform function.

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@SaitoGray Here is what I worked on tonight. I will add a slider in the materials (from 0 to 1). The following images have been made with values 0, 0.2 (default) and 1.
http://i.imgur.com/0cfczbW.jpg

http://i.imgur.com/N5VDhq8.png

I cannot find something that works well to detect edges for now. The pointiness parameter of the geometry node is a bit average. It needs to have a well defined geometry to work which is not the case here.

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I knew my mb_flatness node was almost right. I just needed to find the right values. I put a red sphere in front to test the reflection at multiple distances. I think it is way more accurate to real world now. LEGO bricks are not flat!
http://i.imgur.com/O27LACt.jpg

I've seen huge leaps, since I've first signed up here. 👍

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Updated to 0.1.2 with todays improvements.

LEGO bricks are not 100% perfect flat. That's true. But you can't just put a soft noise bump on them. Each side would need some kind of effect where it's slighty concave with some very subtle variation on the surface of couse. Hard to explain.

Awesome ! That would be super usefull for having different values for different group of brick.
Thanks !

I have another suggestion. Again, it's easy to do in photoshop but a plug and play procedural solution would be awesome.

It's kinda strange to have fawless textures on aged brick. It could be awesome to have a procedural mask on textures.

I have experimented a bit with the "pointiness" option but for some reason that didn't work has expected(http://i.imgur.com/XDQNlNp.jpg). I know that an OSL shader exist to worn the edge but it's OSL so no GPU.

Unfortunately you'll reach fast the limitations of GPU rendering with Cycles depending on your graphics card VRAM. We are using here GTX 780 with 3 GB what is too low. Other GPU renderers like Redshift3D solve this issue by using RAM for rendering. Cycles isn't supporting this (yet).

Well, even my 8GB GTX 880M will give me a CUDA memory error with my scene. Sad.

Well, even my 8GB GTX 880M will give me a CUDA memory error with my scene. Sad.

Wow Scrubs, that looks really realistic! I had thought about that, but didn't think it possible, so I didn't bother suggesting it. 😛

@Renderbricks The 880m doesn't really have 8gb of memory. It's a laptop with a shared memory, your system uses that memory too.

Worse than that, that memory is really slow, not only because RAM speed is lower than VRAM speed but also because you GPU is not connected directly to the RAM.

I have a GTX970 with 4gb of RAM and a rarely hit the limit. One of the trick is to use layers or even to delete everything not in the camera view.

One of the best, "cheap" card for rendering right now is the 1060 with 6gb of VRAM. The clock speed is the same as my 970. But it's still 300€ in France...

But I agreed, Cycles really need to get his shit together. With the popularity of Iray right now, if cycles don't start to work on shared memory Blender gonna start to really be late next to other modeling software...

@Saito Thanks for the infor. Yes, I realized that, too, after a talk with my artist here. Unfortunately it's not that communicated by Nvida this way.

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@renderbricks I am doing an automatic process with what blender is providing. Yes, parts are mainly concave in certain locations due to molding deformation (gates, cooling, wall thickness, etc.), but this is not realistic to automatically control that. It is where it would require a manual operation to create the correct maps for each piece.
I spent and spend hours of building and observing real life LEGO set up and really the second image I posted is very close to what I can see on my desk. Yes it is not perfect but who will notice it 😛

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I found a small mistake in the template. mb_decoration "Bump" input shall have the value #000000 instead of "#E72C20" when not connected to a bump map. I'll correct that tomorrow in a new version.

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Updated to revision 0.1.3
I fixed the issue from the previous post and updated the scripts so that you can run Subdivision.py after if you wish to play with this feature.
Subdivision.py only updates the modifier stack so if you want to go backward, you can still do it (even if a bit manual).
In a separate post, I will show how to manually fix the geometry when subdivisions don't work properly.

Made a 4k render while i was sleeping with 0.1.3 version and this is the result for your evaluation. [url]http://i.imgur.com/aOarfEb.jpg[/url]

I think it's nice overall but I would like the cockpit glass to be alittle less diffuse/blur? Some scrathes are cool but not the whole cockpit?

And also the rubber material on the sprial tube, the ends look alittle wierd?

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You can change the settings very easily. For the glass, reduce the light scratches and roughness. Put them even to 0 if you wish. The tubes are not rubber material. They are flexible plastic. I would use the solid material a bit tweaked. Rubber is mainly for tyres. You have the elastic bands too but the roughness shall be reduced by a lot.

Not that familiar with blender yet but I found the settings and will try some more! 😃

I know i read about it somewhere but don´t know where, how do you render just a small part och the scene to try different settings?

CTRL+B, clic and drag to select an area. Then switch to "Rendering" in the viewport shading menu (click on the little ball next to "object mode").

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