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 CAD / Ray-Tracing / 2515
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Subject: 
Re: Need help with errors and how to make renders look like this?
Newsgroups: 
lugnet.cad.ray
Date: 
Sun, 25 Dec 2005 20:04:20 GMT
Viewed: 
8593 times
  
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



Message has 1 Reply:
  Re: Need help with errors and how to make renders look like this?
 
(...) Thank you for taking the time to reply on Christmas! I hope your Christmas was a good one. That is funny you mention that you have the source code. I was going to ask the author if he could add a per part angle tolerance. Different parts (...) (19 years ago, 26-Dec-05, to lugnet.cad.ray)

Message is in Reply To:
  Re: Need help with errors and how to make renders look like this?
 
(...) 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. :-) (...) (...) (19 years ago, 24-Dec-05, to lugnet.cad.ray)

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