Hey everyone!
So, I've been animating with LEGO for more than a decade now, and while most of that has been stop-motion, a significant chunk of that has also been CG, with Cinema 4D as my renderer of choice. However, seeing how amazing Mecabricks and its advanced shaders are for Blender, I finally took the plunge, downloaded Blender, and got the advanced plugin. Right away, the results are absolutely fantastic. I'll admit, it took me a bit to transition over from C4D to Blender, but not as long as I thought it might. I'm knee-deep in any tutorials I can get my hands on, especially where Mecabricks and Blender workflows are concerned. However, two questions have come up that I have yet to find answers to, and I thought you guys might be able to help. These could either be a Mecabricks plugin thing, or a Blender thing - I'm not sure, given my beginners knowledge on both topics.
How does one turn down the glossiness/reflectiveness of the bricks? Especially on darker colors and tiles, I have noticed that this appears to be much higher than in real life, and I'd like to tone it down a bit.
Is there any way to turn down the bevel/smoothing that Mecabricks does to the LEGO bricks, or is this something baked into the importer? While it isn't a HUGE issue, and I could totally live with it, it annoys me slightly that the tops of the LEGO bricks are so rounded and that the gaps between bricks are so big (especially when you have a bunch of tiles next to each other). While it looks pretty cool at times, it also takes away from the realism of the final render and can be distracting.
I'd really appreciate any help/tips you guys have to give, as once I'm able to solve these things I'll be able to focus on other aspects of my models. I've been having an absolute BLAST experimenting with things the past few days, and I can't wait to see where this Mecabricks/Blender journey takes me!
Hello,
Happy to see that you are having fun with it. I'll try to answer your questions.
My material set up aims at reproducing real elements. If for artistic reasons you may want to tweak it, you will need to understand how the materials are built. Roughness comes from multiple sources and is controlled for each part type independently as well. A quick and dirty way is to find the root group e.g. mb_base_solid and add a math node. However it will impact every single element using this group.
Even if it doesn't look like it, there is always a reason and some thoughts put in every single value or decision I made 😉 Nothing is there by accident. I try to be as accurate as possible to real life. However it is not always what is required from an artistic point of view e.g. LEGO products renders which are not accurate to real life and shall just look good to make you want to buy the product.
Hope it helps
Thanks so much for your response! Please don't take my questions as critiques of your plugin in ANY way. I think the work you have done is fantastic, and I am very humbled by your generosity at making this plugin available to the public. Perhaps I need to re-look at my approach to setting up the scenes and maybe the HDRIs I am using. Perhaps this picture from my scene will clear things up a bit to what I mean:
I have circled in red where the reflections seem a bit too high/weird, and I have circled in yellow where I believe the space between the tiles is too large. As I have said, I COULD be wrong, but after taking thousands of pictures of LEGO for stop-motion over the years, I can't really remember tiles having that large of a space between them. I will definitely have to try changing my HDRI, but hopefully this gives you a better idea of what I mean. Do you perhaps have some good HDRIs you recommend?
It is all right. This kind of question is being asked all the time. So at least I can refer to this post in the future.
The reflection on the black parts comes from the studs below and it doesn't feel wrong. In reality, older parts may be scratched, have finger grease or dust which considerably reduces the reflection. Also the materials used by LEGO - mainly ABS nowadays but not only - and the finish of the moulds are constantly changing.
Regarding the tiles, I took at couple of pictures to prove my point. They do have a chamfer on the top. I have very accurate means of measuring it. Space scenes often have the light at a very low angle - like on your image - which emphasises the shadows in the gaps. I did the same on my picture with a LED lamp almost parallel to the tiled floor. The result is very similar to your picture above.
I stand corrected. Thank you so much for the demonstrations. I really appreciate the time, and I will let you know once I've got something rendered out worth showing. Thanks again!
Have fun 😉
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