| | Re: Crazy, OK Heretical Idea ... Steve Bliss
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| | (...) Since Jason brought this up -- *is* there a method for material/texture mapping in z-buffer renderers like LDraw? TLG is using more 'special treatment' materials in their parts, and it would be very nice if LDraw could keep up. I'd be a very (...) (22 years ago, 1-May-03, to lugnet.cad)
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| | | | Re: Crazy, OK Heretical Idea ... Kyle McDonald
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| | | | (...) I would think that some sort of 'material' definition would definitely be useful, to give these (reflection etc.) types of hints to a renderer. I'm not sure that 'textures' themselves are required, but then again, Textures may be a better way (...) (22 years ago, 1-May-03, to lugnet.cad)
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| | | | | | Re: Crazy, OK Heretical Idea ... Leonardo Zide
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| | | | | (...) I posted my opinion about materials yesterday, it would give renderers more options than only using colors. (...) Textures are faster to create and render than the clumsy way we do stickers and decorations right now. I propose we add a new (...) (22 years ago, 1-May-03, to lugnet.cad)
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| | | | | | | Re: Crazy, OK Heretical Idea ... Don Heyse
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| | | | | | (...) Hmm, textures. Another idea might be to introduce BEGIN and END TEXTURE meta-command hints around printed areas so the rendering programs can render them to a texture ahead of time. This could be combined with another meta-command to (...) (22 years ago, 1-May-03, to lugnet.cad)
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| | | | | | | | Re: Crazy, OK Heretical Idea ... Steve Bliss
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| | | | | | (...) For POV-Ray, this could already be accomplished with the 0 IFL3P commands. But people would have to do some fast talking to convince me to include the needed scanned image files in the parts library. Steve (22 years ago, 10-May-03, to lugnet.cad)
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| | | | | | Re: Crazy, OK Heretical Idea ... Steve Bliss
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| | | | (...) Defining the material would be one side of the issue. We (ie, the LSC) could adopt/adapt the LDLite COLOR statement to handle materials. My question is really on the technical side: I'm somewhat aware of the technique of texture-mapping, but I (...) (22 years ago, 1-May-03, to lugnet.cad)
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| | | | | | Re: Crazy, OK Heretical Idea ... Leonardo Zide
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| | | | (...) Create a 0 MATERIAL extension instead, where you can define the properties of the surface (smooth, bump, rubber, etc.) and keep the color selection using the standard LDraw way so we don't break compatibility. (...) This is a case by case (...) (22 years ago, 1-May-03, to lugnet.cad)
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| | | | | | Re: Crazy, OK Heretical Idea ... Don Heyse
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| | | | | (...) I like this. It would allow you to define a bunch of materials up front and then apply them to some of the surfaces. Could we use this for printed textures as well, or would that be better with a different meta-command? How would you apply the (...) (22 years ago, 2-May-03, to lugnet.cad)
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| | | | | | | Re: Crazy, OK Heretical Idea ... Leonardo Zide
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| | | | | | | (...) I was thinking we would have a pre-defined set of materials, so we don't need to define them. (...) That's what I had in mind. (...) You need texture coordinates to be able to apply textures but you don't need them for smooth, rubber and (...) (22 years ago, 2-May-03, to lugnet.cad)
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| | | | | | | Re: Crazy, OK Heretical Idea ... Steve Bliss
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| | | | | | (...) Yes, I think it would be good to not encode the materials in the rendering programs. There are always going to be new materials, just like LEGO keeps coming up with new colors. (...) That would work for some things, like bumpy surfaces on (...) (22 years ago, 10-May-03, to lugnet.cad)
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| | | | | | | | Re: Crazy, OK Heretical Idea ... Don Heyse
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| | | | | | (...) I see what you mean. We've actually started doing this for certain materials such as gold, silver, chrome, and rubber. Ldview and ldglite already tinker with the specular properties for some of these materials based on the predefined color (...) (22 years ago, 12-May-03, to lugnet.cad)
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| | | | | | | | Re: Crazy, OK Heretical Idea ... Steve Bliss
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| | | | | | (...) Yes, there's been several different pearlescents. Mostly in Bionicle products. Some of the colors include tan, gray, dark gray, and sand blue. The pearlescence appears (to my eye) to be mixed in throughout the material, not just a surface (...) (22 years ago, 14-May-03, to lugnet.cad)
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| | | | | | | | Re: Crazy, OK Heretical Idea ... David Laswell
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| | | | | | (...) There are also a few in Star Wars, Spybotics, and Racers, but I can't recall ever seeing any that didn't come in Technic sets. (...) Pretty much the same all the way through. Sorta. The metallic colors are produced by using a different type of (...) (22 years ago, 14-May-03, to lugnet.cad)
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| | | | | | Re: Crazy, OK Heretical Idea ... Steve Bliss
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| | | | (...) I appreciate that. But the only software I've seen use texture mapping has been based on raytracing. Well, actually I don't know how most gaming engines work. BUT, I still want to know -- is there a texture-mapping algorithm that mere mortals (...) (22 years ago, 10-May-03, to lugnet.cad)
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| | | | | | Re: Crazy, OK Heretical Idea ... Don Heyse
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| | | | (...) Have you looked at ldview? It uses texture mapping to display the LEGO logos on the studs. (...) I was under the impression that they ALL use texture mapping nowadays to get more detail with less polygons. (...) Sure. Just do a google search (...) (22 years ago, 12-May-03, to lugnet.cad)
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| | | | | | Re: Crazy, OK Heretical Idea ... Steve Bliss
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| | | | (...) Sorry, I wasn't clear: I know they use texture-mapping, but I don't know if they're more like raytracers, or more like z-bufferers. I guess it probably isn't comparable/answerable, since they all rely on graphics hardware (or software (...) (22 years ago, 14-May-03, to lugnet.cad)
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