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Hi everyone,
I finally got around to finishing my next set of Lego Star Wars Minifigures:
- Princess Leia
- Qui-gon Jinn,
- Han Solo
- Yoda
- Chewbacca
Figures are modeled in LDraw, converted to DXF using LdrDat2Dxf, imported
into PoseRay (where I do some object smoothing), exported as mesh2 and then
rendered in POV-Ray. I use the Lego Color Reference guide here
http://guide.lugnet.com/color/ to setup the materials in POV-Ray.
Bye for now
Reuben
=====================================
Download 3D Lego models and other resources from:
http://www.pearse.co.uk/lego
=====================================
Post a reply to this message
Attachments:
Download 'lego_minifigures_3d.png' (344 KB)
Preview of image 'lego_minifigures_3d.png'
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"Reuben Pearse" <reu### [at] pearsecouk> wrote:
> Hi everyone,
>
> I finally got around to finishing my next set of Lego Star Wars Minifigures:
They look good, Reuben! Render settings are nice too, though some SSS may be
needed ;)
So, certain details like Yoda's head were modeled in LDraw? Or was the model
already available?
> rendered in POV-Ray. I use the Lego Color Reference guide here
> http://guide.lugnet.com/color/ to setup the materials in POV-Ray.
Handy guide, although I wish they provided additional color info, such as RGB or
hex values. Would make things a bit easier.
Are you planning to provide other complete Lego sets in the future? I snagged
your cop car and helicopter (again), and was pleased to find out that they are
actually composed of separate Lego pieces. For some reason I thought they would
all be merged or something :P
Sam
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Le 31/05/2013 21:01, Samuel Benge nous fit lire :
>> rendered in POV-Ray. I use the Lego Color Reference guide here
>> > http://guide.lugnet.com/color/ to setup the materials in POV-Ray.
> Handy guide, although I wish they provided additional color info, such as RGB or
> hex values. Would make things a bit easier.
Dive deeper: there is povray-include for the colors (one per color)
Post a reply to this message
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Hi Sam,
Thanks for the comments. I think the Lego models are *too* shiny. I started
investigating sub-surface scattering, but didn't really get very far. I
tried adding a finish that uses a subsurface setting, but it didn't seem to
make any difference. I've probably got the settings wrong. Does SSS work
when using HDR lighting?
I've uploaded the original version of a render of Qui-Gon Jinn to my
website - I'm using POV-Ray v3.7 RC7
http://www.pearse.co.uk/lego/models/qui-gonjinn/
Perhaps you could take a look at how SSS could be applied?
Thanks in advance
Reuben
"Samuel Benge" <stb### [at] hotmailcom> wrote in message
news:web.51a8f3885cd1e997d670fe1e0@news.povray.org...
> "Reuben Pearse" <reu### [at] pearsecouk> wrote:
>> Hi everyone,
>>
>> I finally got around to finishing my next set of Lego Star Wars
>> Minifigures:
>
> They look good, Reuben! Render settings are nice too, though some SSS may
> be
> needed ;)
>
> So, certain details like Yoda's head were modeled in LDraw? Or was the
> model
> already available?
>
>> rendered in POV-Ray. I use the Lego Color Reference guide here
>> http://guide.lugnet.com/color/ to setup the materials in POV-Ray.
>
> Handy guide, although I wish they provided additional color info, such as
> RGB or
> hex values. Would make things a bit easier.
>
> Are you planning to provide other complete Lego sets in the future? I
> snagged
> your cop car and helicopter (again), and was pleased to find out that they
> are
> actually composed of separate Lego pieces. For some reason I thought they
> would
> all be merged or something :P
>
> Sam
>
>
>
Post a reply to this message
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"Reuben Pearse" <reu### [at] pearsecouk> wrote:
> Hi Sam,
>
> Thanks for the comments. I think the Lego models are *too* shiny. I started
> investigating sub-surface scattering, but didn't really get very far. I
> tried adding a finish that uses a subsurface setting, but it didn't seem to
> make any difference. I've probably got the settings wrong. Does SSS work
> when using HDR lighting?
>
> I've uploaded the original version of a render of Qui-Gon Jinn to my
> website - I'm using POV-Ray v3.7 RC7
> http://www.pearse.co.uk/lego/models/qui-gonjinn/
>
> Perhaps you could take a look at how SSS could be applied?
>
> Thanks in advance
>
> Reuben
Not sure if SSS is really needed, LEGO figures are pretty hard, solid plastic.
That said, I agree that they may be a little too shiny, I would approach this by
toning down the reflectivity. If you are using Fresnel with ior (which I would
recommend if you are not), try keeping your ior in the range between 2.0 and
3.0.
Yoda, or at least the ones I have seen, have a rubber head. So this would need
to be quite a bit less shiny and reflective (maybe SSS could help a ltille on
this one)
-tgq
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> "Reuben Pearse" <reu### [at] pearsecouk> wrote:
>> Hi Sam,
>>
>> Thanks for the comments. I think the Lego models are *too* shiny. I started
>> investigating sub-surface scattering, but didn't really get very far. I
>> tried adding a finish that uses a subsurface setting, but it didn't seem to
>> make any difference. I've probably got the settings wrong. Does SSS work
>> when using HDR lighting?
>>
>> I've uploaded the original version of a render of Qui-Gon Jinn to my
>> website - I'm using POV-Ray v3.7 RC7
>> http://www.pearse.co.uk/lego/models/qui-gonjinn/
>>
>> Perhaps you could take a look at how SSS could be applied?
>>
>> Thanks in advance
>>
>> Reuben
>
> Not sure if SSS is really needed, LEGO figures are pretty hard, solid plastic.
> That said, I agree that they may be a little too shiny, I would approach this by
> toning down the reflectivity. If you are using Fresnel with ior (which I would
> recommend if you are not), try keeping your ior in the range between 2.0 and
> 3.0.
>
>
> Yoda, or at least the ones I have seen, have a rubber head. So this would need
> to be quite a bit less shiny and reflective (maybe SSS could help a ltille on
> this one)
>
> -tgq
>
Subsurface scattering is always present for plastics if it's not covered
by some metallic coating, like chroming.
Here, it should be keep to a low translucency level. Interior with an
ior is a must for both fresnel reflection and SSLT.
Normaly, subsurface only interact with regular light_source, and only
the regular finish is used to compute radiosity effects from the objects.
If you use HDR with radiosity to illuminate your scene, or any kind of
emissive object, you need to add this in the global_settings:
subsurface{radiosity on}
This allow radiosity illumination to affect the subsurface component.
Optionaly, you can also add in the radiosity block: subsurface on
This allow the subsurface to affect nearby object through radiosity.
Both options will increase the rendering time.
Most plastics have iors in the 1.3 to 2 range. Very few have higher ior
than that. Acrylic have the same ior as typical vegetal oil.
Alain
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"Reuben Pearse" <reu### [at] pearsecouk> wrote:
> Hi Sam,
>
> Thanks for the comments. I think the Lego models are *too* shiny. I started
> investigating sub-surface scattering, but didn't really get very far. I
> tried adding a finish that uses a subsurface setting, but it didn't seem to
> make any difference. I've probably got the settings wrong. Does SSS work
> when using HDR lighting?
POV's SSLT implementation does indeed work with radiosity, and by extension, HDR
lighting.
> I've uploaded the original version of a render of Qui-Gon Jinn to my
> website - I'm using POV-Ray v3.7 RC7
> http://www.pearse.co.uk/lego/models/qui-gonjinn/
>
> Perhaps you could take a look at how SSS could be applied?
Maybe somebody more experienced with SSLT can help you. I've only been running
Lego tests in Blender + Cycles, and SSS comes cheap compared to POV-Ray.
Check out these two renderings:
http://i447.photobucket.com/albums/qq199/stbenge/misc%20renders/LegoSet18m_48s.jpg
http://i447.photobucket.com/albums/qq199/stbenge/misc%20renders/LegoSet8m_42s.jpg
Both were rendered in Cycles using beveling, SSS, radiosity, glossy (blurry)
reflections, and focal blur. (The render times were added to the file names.) As
you can see the SSS is barely noticeable, so maybe Trevor is right when he says
it may not be needed.
So perhaps the more important features you could be using are beveling, and
fresnel + glossy reflections.
Sam
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