The MOST frequent part is missing (Speed Champions)
w35wvi started this discussion in Official LEGO® Sets and Parts

Greetings, connoisseurs,

https://i.ibb.co/5B4TDpS/1.png
As you can see in the photo, the wheels are missing. The wheels should have part 72210a (Wheel Cover 5 Spoke - for Wheel 72206). But when you import the model into Mecabricks, those wheel covers disappear. I tried in Blender to load these wheel covers separately from the model in .LDraw format, but LDraw doesn't show up if the model in .zmbx format is already there.

  Question. Maybe there are these wheel cover from the user for Mecabricks? (I don't know how to find them) Or is there another way to use them in Blender along with the model.zmbx? I don't want to use any other wheel hubcaps.

    Where do I write to get someone to add these 72210a wheel covers? Right now, all 8 stud "Speed Champion" models use these wheel cover, and due to the lack of them on Mecabricks, I can't post many of my models.

--w35wvi

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25 replies · Page 2 of 2

For a non-English speaker you do a fantastic job of communicating in English. I think it is amazing that we can communicate as well as we do! The technology we have is wonderful, but I guess not perfect at translating my thoughts to your understandings and vice-versa.

As far as dust and impressions go... this is what I mean. (I think the translation has failed us here 😃 )

https://live.staticflickr.com/65535/51935176815_5be9c3885f_o.png

It is subtle, but the dust, dirt, and fibers are there. These are things that land on or stick to a surface. The impression I was talking about is how the top of the tire sidewall is kind of dented in some. As far as UV goes, I was using it as an example of color variation. I thought you already had that... the white floor tiles look like there's some in there. But finding a way to make it so all of the parts have a very slight variation is good. It only needs to be slightly off though... you can really see it in the blues in the Land Rover. Is this what the MB Color % does?

I like the effect you have with the volume filter, but I wonder how photorealistic it is... in video, night clubs, concerts etc, they use a hazer to make lasers and light beams visible. It's like a fog machine but much finer particles and a more subtle effect. I'm curious at this scale what the particle size would be and if it would be noticable... and how consistent the haze layer would be. Again, I'm not sure... just asking the question. Again, I like the effect but I'm not sure it helps sell the photorealism at this scale.

The fuzziness I was referring to is what got translated from your words as "plush"... the SSS soft edges.
"But then another problem came up... (( With the light blue-grey colour. Models in this colour look too unnatural. as if plush. I'm not exactly sure what the problem is, but something is wrong. Either the edges look too round, or the shadows don't render well in this colour. This problem is pronounced specifically with the car models. What can be done about it?" -10 Mar 22

Again, it's probably just a translation thing... but what I was saying is that the edges of your pieces look much more natural now due to the change you made to the material. And yes, I can definitely see your use of blur! Anyhow, your renders look really good already. As you fine tune them, they are improving. Excellent job!

Thank you, that's nice to hear 😃 I speak German and have noticed some natural differences in sentence construction in foreign languages, so it's easier for me.

Oh really, the tyre is dented, I don't even know how to recreate it. Yes, MB Color does change the colour of the covers randomly to an identical colour. I just thought UV exposure was of a different nature other than changing the colour to a similar one, mistaken 😄

I've just started using the volumetric filter. I need to experiment with the values and choose the best option. Also need to try with hdri lighting in an open space rather than under a lego roof. Nevertheless, the main goal is to make a nice, eye pleasing render. Making reander realistic is a means to an end. So I think if it looks good, and I'm not the only one who likes it, you should keep it)

"Plushness" is much clearer 😄D Yes, that has been addressed and that's great. The 0.25 value is the best of all time.

Studying the issue and trying to improve my renders in every way possible. So far this is what I've got so far:
Two photos and a description of what is used underneath.
https://i.ibb.co/cctKvJ3/18-Dodge-Challenger-SRT-Demon-Lego-set-1.png
https://i.ibb.co/7SLkJhV/18-Dodge-Challenger-SRT-Demon-Lego-set-2.png

  • Import from MB with parameters (Dents 3%, Finger 5%, Color 20%, Deform 15%, Random Parts 10%).
  • Hdri card installation
  • Backlight installation
    -Studio background with Roughness 0.75 and Glossiness 0.33
    -Filter Filmic + High Contrast (Exposure 1.2, Gamma 0.8 )
    -Camera focus 50mm, aperture (F) 0.03
    -Auto smoothing is off. Smooth shading applied
    -Smoothing at 0.25
    -Model in cube Volume Dissipation with Density 0.001, Anisotropy 0.5
    -2k render + auto noise reduction in compositing

Absolutely nothing else, at the moment. By the way, what does Anisotropy mean in Volume Dissipation? After reading the definitions I still don't understand. Do you understand it?

By the way, where can I find your email? I want to send you some files related to the renderer, I need you to take a look

For anisotropy in the Volume Scatter shader, I had to look it up. From what I read, it affects the direction the light bounces off of the volume particles. At the default value of 0, light scatters in all directions. At 1, it bounces back in the direction it came from. At 0, it kind of goes straight through. If you have two different color lights, one at the back and one at the front, negative values will favor the front light and positive values will favor the back light. If you are lighting with all the same color then you should not see much of a change if any.

I set this up with a blue light panel, a camera a volume, and an orange light panel. The volume has a gradient with anisotropic values of -1 thru +1, going left to right. You see the volume is reflecting the blue light on the left, and passing through the orange light on the right.

In the setup view on the top left, the volume is not reflecting any light in the ends because there is no light in front of or behind the viewer from that vantage point.

In the shader window on the bottom, you can ignore everything to the left of the Volume Scatter node... those nodes are just there to set up the gradient.

https://live.staticflickr.com/65535/51938934053_b812a074ab_o.png

I like how you set up your studio background... it looks beautiful and compliments the cars, especially with the amount of reflection in the floor. Are you happy with the sharpness of the shadows? If not, you can increase your lamp radius. This will give your shadows a softer edge.

https://live.staticflickr.com/65535/51939225918_373ec84da2_o.png

The only other thing that stands out to me is how consistent the floor color is. You may consider adding a small amount of noise to the floor to bring in some subtle variation. I set up an example to show what I mean (left has noise, right has none):

https://live.staticflickr.com/65535/51939174499_9c626c9153_o.png

Here are the settings I used to add this noise texture:

https://live.staticflickr.com/65535/51939471470_a35c91dd59_o.png

There are millions of ways to add noise to materials... you can make the backdrop like in portraits with this type of technique, camouflages, all kinds of stuff. If you don't like it, you don't need to add it in. But again, some amount of variation is good when going for a realistic look. It doesn't need to be this way either... just wanted to give you some ideas.

Cheers!

B1Trash, please leave your email

I would rather not share my email with people I don't know from the internet. I hope you understand. If you need to share a blend file, you can do so with [url]https://pasteall.org/blend/[/url] which needs no account or a similar service.

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