Free Add-on for Blender
Scrubs a commencé cette discussion dans Model Export and Render
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Mecabricks Add-on for Blender

About this thread
You will find in this section everything needed to easily make photorealistic renderings of Mecabricks models with Blender.

Software and files needed
Blender
Blender Add-on by Mecabricks
• Environment images [e.g. zbyg Packs]

Plus…
653 réponses · Page 5 sur 33

Thanks. One question I cannot find the file in the blender anywhere. I exported about 10 times but did not find the file anywhere? So what would the problem be? 😄

Shadows

Hi Scrubs

First off thank you for the Blender template it has made it really easy to render and made it less daunting to try different things.
One thing I have noticed is I have shadows left and right of my models, You can see this on this render http://www.mecabricks.com/en/models/L0Qa3zkEvMo#Qbldwb

I would like to get rid of these and add lights and have more control over the shadows, Is there a way to do this?

Hi, Scrubs! I'm wondering, is there an alternative method to pressing the 'shift' key before clicking 'model' in order to set the model as the parent of the parts? I've been having trouble in that area and was wondering if you could help. Thanks!

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@SpeedRacer No I don't think so. Make sure that all the parts of your model are selected (importing the model does select them by default), then shift click on the object Model so that it is the last one selected.

@JevoUK Shadow are generated after the image you are using to expose your scene. You can rotate, scale, move this image but if you want different light sources, you will need to change the image.

http://i.imgur.com/N2BdNqY.png

The other solution, is to use lighting objects. With Blender Cycles, objects can also be assigned an emission shader.

OK thanks Scrubs I will have a go later.

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I am working on a new version of the template. You can download this beta version here.

Update includes but is not limited to:

  • Sub-surface scattering
  • Reflection
  • Scale - Imported model doesn't need to be scaled anymore, just slightly move the camera away
  • Fixed nodes for Speckle and Glitter materials

A quick example:
http://i.imgur.com/UrevAxi.png

I'll test it soon! Thanks Scrubs 😃

I'll try it to render the C-type Exo-Suit during the night. Or maybe a Tron-ized version of the TetraVaal. 😄

It would be interesting to have a comparison, though. You know, the same render of the same plane, but with the previous version of the template.

Anyways, thank you for everything you do, Scrubs. 😉

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I started to make the same plane with the old set up but it was to late and my bed was calling me so I stopped lol I might try again with the version I will release as 1.06

Interesting… I'll check it out. I could probably work on a side-by-side comparison on a simple model.

Sub-surface scattering is actually known to crash your system with some GPU when using GPU rendering (experimental)
It always crashes on my system with Nvidia TITAN GTX

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GPU function on Blender cannot even compile for my graphic card when it is supposed to work 😉 anyway OSL is not supported by GPU and I cannot imagine not using the round edge shader.

GPU computing is around 10 times faster than CPU to render a frame on my setup. (I7-5820K vs TITAN GT😆
If you're just rendering one picture, I guess you can use CPU
But when you're rendering an animation, GPU is highly needed !

Some guys on the blender forum suggest to add a script node
If GPU is enabled, disable OSL
If CPU is enabled, enable OSL
That way, they say it never fails
Do you think this could be implemented ?

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It is just a checkbox in Blender to activate/deactivate OSL and if you choose GPU, it simply ignores the OSL instructions anyway and it still works. So I don't think that anything else is needed unless I'm wrong.

Hi, I'm just wondering how you would import more than one file into Blender (using the template) and running the script so that it would apply it to all the imported files. Do I need to change the script? If so, where? I'm thinking along the lines of duplicating the Model point, then parenting the separate files to the individual points. Thanks!

Here is my experimental version of template. Color variation works pretty well. As for scratches, it needs more callibrations. May be someone can make it better.
https://yadi.sk/d/YG-wNXFnprTMr

@ Scrubs : OSL doesn't seem to be the problem. OSL is deactivated automatically when selecting GPU rendering. Something else is crashing the renderer. I'll investigate it

I've been using the new beta template and am having no problems at all (AMD Radeon HD 6750M 512 M😎

I also figured out how to import multiple models once the script has been run in a separate blend file. You just have to package it first, then import the geometry. Although it doubles up all of the materials that have been used twice.

Love that it comes in at a smaller scale now. Just wondering what has actually changed with the SSS?

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@Sunder_59 Thanks for sharing. I will have a look and maybe add some new options to my file 😃

@dtriangle For SSS, I changed the scale for the radius - The previous ones looked too small compare to real parts (depth of light penetration). I also plugged the color input to the radius. Maybe there is something better to do here as I think that the light scattered in the lego pieces is kinda yellowish.

I noticed that you can't put a light behind a transparent piece and expect any result with the new template. You may want to fix that. Don't want any riots. 😛

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