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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Mon, 26 Dec 2005 05:29:31 GMT
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Viewed:
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9234 times
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> > > 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.
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
require different angles to get the proper result. When you enter an angle
for the entire model you are trying to choose an angle that improves the
majority of the parts while not ruining parts that should not have their
angle smoothed. In reality you should not have to enter any angle at all. If
the program can tell what part# it is working with it should be able to look
up a table of part number to smoothing angle. That way someone will only
need to go through the LEGO parts database once, determine the appropriate
angle, and then people would be able to run it through the mesh enhancer
without supplying an angle. The program would know the appropriate angle for
each part. Then everyone would be able to achieve very realistic renders
geometry wise. Unfortunately I am not that great of a programmer but I would
be willing to try and determine an appropriate angle for each part. Are you
good at programming or know someone that might want to modify the mesh
enhancer for that functionality?
> > > 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.
OK, I used <0.1,0.1,0.1> for all three lights, 1 for the sky declare, and I
made sure I am using lugnetcolors.inc instead of lg_color.inc.
Here is my render compared to yours now:
http://www.brickshelf.com/gallery/JoJa15/Renders/radiosity.png
It looks like I am getting closer. I matched your camera angle which helps
with making the comparison. It still looks like I am off on the lighting.
Your lighting still looks brighter and also gives the sense of a blue tint.
You can see the blue tint in the floor compared to mine. Your lighting looks
great. It looks like the car is in a big white room with bright flourescnet
lights. Mine is looking better but still not quite to the quality of yours.
Do you have any ideas what I may be missing?
Are my part colors still messed up too? It is hard to tell if it is the
lighting causing the color difference or if it is lighting and part colors.
My red is still darker then yours.
I also noticed that in my render the fender parts and the center nose parts
are not showing the black line seperation between the parts. I thought the
LGEO parts or the mesh enhancer were causing it. I tried renders without
those items and I still get the missing seperation between he fender and
nose pieces. All my other part seperations look similar to yours so I am
baffled what is causing it. Do you have any idea?
> > 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.
I figured out how to do a reflective floor by looking at some POV sites. In
the finish statement of your floor you add the keyword "reflection". For
example in my render above my finish statement for the floor looked like the
following:
finish {reflection 0.4 ambient 0 diffuse 1}
I plan on exploring other effects like camera effects (blurring far and
near) as well as fog effects but I want to get my lighting tweaked first. I
really hope I am able to figure out how to get my renders like yours. Thank
you for all your help so far!
- John
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