Subject:
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Re: Need help with errors and how to make renders look like this?
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Newsgroups:
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lugnet.cad.ray
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Date:
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Sun, 25 Dec 2005 20:04:20 GMT
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Viewed:
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8593 times
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In lugnet.cad.ray, John O'Keefe wrote:
> > Hi John,
> >
> > That render your using is mine and I'm 'billthefish' (at least outside of
> > the UK
> > Football scene). It was produced using a number of different tools:
>
> Thank you for the quick response Orion! I hope you didn't mind me using your
> render as an example. It just looked so good and since you had the model
> available for download it helped me quickly compare my rendering skills to
> yours. :-)
No problem, that's what it's out there for.
> > L3P
> > Mesh-Enhancer - http://members.aol.com/elferwette/LDraw/
>
> This was a big help! On my second guess for the angle I got something that
> looked pretty good on the Ferrari. I ended up with an angle of 170 degrees.
> Fortunately I am familiar with what the mesh enhancer does since we do
> something similar in my line of work. I am surprised I have not seen this
> tool mentioned anywhere on the LEGO community web sites. I have been
> scouring lugnet, ldraw.org, brickshelf, and several other sites trying to
> find info on LEGO rendering. After I am done figuring out all this stuff I
> will probably create a step by step tutorial for people wanting to create
> high quality renderings of their LDRAW files.
The author of the program was also kind enogh to provide me with the source code
so I could learn from it.
> > The FastRad POV includes -
> > http://www.brickshelf.com/cgi-bin/gallery.cgi?f=94173
>
> The instructions were pretty easy to follow and I got it set up quickly. The
> one thing that confused me about FastRad was the lights setting. In the
> instructions it says it is designed for one bright light. In the
> instructions it has you comment out one of the three default lights. In your
> render (http://www.brickshelf.com/gallery/billthefish/Renders/8652b.png) it
> looks like you have a couple lights. Did you leave the three default lights,
> use only one light, or have your own custom lights?
I leave the 3 default lights but I lower their intensity by reduceing their
color from <1,1,1> to <0.1,0.1,0.1>. This provides low level lighting for the
scene and doesn't wash out the details.
> For the "#declare ldraw_sky = 2; // Sky- 0-None; 1-White; 2-Blue; 3-Black."
> setting at the top of the file what setting do you use? I am assuming you
> used 2 Blue because there is a blue hue on your floor.
Nope, I use setting 1
> I am still having a problem getting my colors to look like yours. I am using
> the #include "lg_color.inc" as you mentioned in your instructions. I am
> unsure if the color difference between my render and your render is due to
> the #include "lg_color.inc" not working, the camera angle difference between
> my render and your render, or if you have different lights/sky colors that
> effect the final color look of the render. Also my smoke windows look a lot
> different then yours. Your smoke windows look very close to what they look
> like in real life.
You need my lugnetcolors.inc (found at my website
http://www.pobursky.com/article/4). Include that instead of lg_colors.inc.
You probably will also need to tell POV-RAY where all these extra files are.
You can do that by adding the path into the master POV ini file. Just go to
Tool -> Edit master POVRAY.INI, scoll down to the bottom and new LIBRARY_PATH
statements as neccessary.
As to the Trans-Smoke color, I used a custom definition that is now in the
lugnetcolors.inc file. I just now uploaded to my website so make sure you
redownload it.
> Here is the best I could come up with in terms of my renders:
>
> http://www.brickshelf.com/gallery/JoJa15/Renders/8652_enhanced_170b.png
>
> I found a different site on Brickshelf that has a modified colors and a
> different radiosity file.
>
> http://www.brickshelf.com/cgi-bin/gallery.cgi?f=92270
>
> Have you used those before?
>
> Here is an example render:
>
> http://www.brickshelf.com/gallery/nicokaiser/cad/modelteam/2556-side.jpg
>
> Very similar look and quality to yours. Looks like he uses more than one
> light. Do you know how to do the reflective floor that he did in that
> render?
I not sure but here's the definition for the floor I use:
#declare Y_HIEGHT = XXX
object {
plane { y, Y_HEIGHT hollow }
texture {
pigment { color rgb <0.8,0.8,0.8> }
finish { ambient 0 diffuse 1 }
}
}
Replace XXX with the y position of the floor auto generated by L3P and then
delete L3P's default floor.
-Orion
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