This is a question I have had for a while. When I add lamps to the scene, it seems like they are "deactivated" or something. The only way to add light to the scene is to use an HDRi or give an object an Emitter material. Also, Ambient Occlusion is "deactivated" as well. Is there a reason for this?
Hello,
This is not really a question related to the Advanced Add-on as it doesn't handle lighting. It is more of a general Blender question. I guess that your are using the template file provided with it. But to answer quickly, there is no reason why the lamps would not work. This is used by the render farm with a similar code and set up.
Hello,
Once imported with the Advanced Add-on, Mecabricks models are bigger than usual in Blender. You just have to increase the 'Strength' setting of the Lamps. Try something like 500k or 1M. Do the same with the 'Distance' setting for 'Ambient Occlusion'.
@Scrubs Okay, I would open the default Blender startup file and then import using the advanced Mecabricks add-on.
@Helo Thanks, I'll be sure to try that next time I get a chance.
It shall work in any files and as explained by helo, make sure you bump up the lamp values.
Okay.
New version for Blender 2.80 is now available for download.
Awesome!
Hi there, I'm wondering if anyone is having a trouble with the new mecabricks advanced add on? Every time I render with eevee in the viewport blender freezes then crashes. I've tried different builds of 2.8
Eevee is not robust enough for this set up. The number of shaders to compile is greater than the maximum number allowed by eevee. You can see the error in the Blender console. Eevee remains a very young real time rendering engine. So materials would have to be simplified as much as possible. To make it work, you would have to bake the different map types - diffuse, roughness, etc for each material and maybe even for each part. That is not a simple and quick task.
Thanks for the detailed reply! I’ll tale that into consideration
Hey, I've got Mecabricks Advanced and I'm using blender 2.8 and I can't seem to find where the scratches/fingerprint option is. Could anyone help?
Hello,
In the 3D View, press 'N' to open the Properties panel. The Mecabricks options should be in the 'Tool' tab of this panel.
Welcome on Mecabricks. 😃
Hey, thanks found it. Color shift and wear and tear are the only two options available. Are there any options for fingerprints and such?
Fingerprints are also controlled by the wear and tear input. From this field input value, a mathematical function computes the shader inputs taking into consideration multiple factors. Otherwise, you can change them manually.
Okay Thanks, how would I go about doing it manually?
@Rbuist :
It's pretty easy, select the piece you want to edit, go in the shader editor and move the slider.
are there mold lines, if not it would be great if u had them, mostly on minifigs
A suggestion to make the bricks look more realistic is maybe adding dust and hair to the add on if possible.
some lego bricks can be rougher that are not sloped bricks, like minifig arms, legs, and torsos, can u make them have different default roughness.
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