2018-06-01, 0:37
Can anyone suggest how to compile a list of LDraw's minifig heads, but only in the colors they were manufactured in? Thanks.
(2018-06-01, 0:37)Michael Horvath Wrote: [ -> ]Can anyone suggest how to compile a list of LDraw's minifig heads, but only in the colors they were manufactured in? Thanks.
(2019-06-19, 7:45)Michael Horvath Wrote: [ -> ]I did a test render and the heads don't look so good. I exported the model from LDView, and am using LGEO parts. There are smooth primitives and jagged primitives. Any suggestions on how to improve this?The only way to make them hq while using LGEO parts is to redo them all using textures.
(2019-06-19, 18:02)Roland Melkert Wrote: [ -> ]The only way to make them hq while using LGEO parts is to redo them all using textures.
This because the problem lies in the mixture of LGEO and face pattern geometry.
(2019-06-19, 18:25)Orion Pobursky Wrote: [ -> ]While it would be a huge project, I wouldn’t be opposed to creating a texture for every head and fast-tracking a texture meta add. .
(2019-06-19, 19:20)Roland Melkert Wrote: [ -> ]off topic:Interesting idea... would this help with metallic colors that can't be properly texmapped today?
I have been thinking about introducing support for palette-ed png's so we could use the LDConcifg colors inside png's (including #16). This would require shaders or temporary RBG-png generation during rendering though but the possibilities are endless.
(2019-06-19, 19:20)Roland Melkert Wrote: [ -> ]Would be nice, but I'm a bit concerned about the colors as they would become static.
off topic:
I have been thinking about introducing support for palette-ed png's so we could use the LDConcifg colors inside png's (including #16). This would require shaders or temporary RBG-png generation during rendering though but the possibilities are endless.
(2019-06-20, 5:43)Philippe Hurbain Wrote: [ -> ]Interesting idea... would this help with metallic colors that can't be properly texmapped today?Yes because you could use the same shader code for calculating the pixel colors as with solid triangles.
(2019-06-20, 20:17)Roland Melkert Wrote: [ -> ]Yes because you could use the same shader code for calculating the pixel colors as with solid triangles.
Only difference would be instead of using a static color per triangle (uniform) you would lookup the color per texture pixel.