I wish to render some of my LDraw models in a night setting. In other words, they will be in darkness (or near darkness), but I would like light to appear to come from inside the model. Think lights coming from the window of a house and illuminating the street.
My usual method is to model in LDCAD and use its export feature to generate a .pov file, which I then render using POVRay. I have been learning how to edit the .pov file to alter the lighting, change the floor etc. I tried to place a lightsource inside the scene, but this is clearly the wrong way to do it. Can anyone offer advice on how to achieve what I am trying to do?
Apologies if this topic has already been covered elsewhere.
The OSMesa LDview is crashing with the error "Segmentation Fault" when trying to render the attached file. This file renders fine on my Windows machine. Any help is appreciated.
So on my first time here I accidently pressed to always download as a .Dat file.
I need .ipt, does anyone know how to change the file download or any tips to convert it?
I've recently done a few Minecraft parts and realized that they all seem to follow the exact same pattern:
A grid of perfectly square "Pixels" on a 9x11 area for torsos (a few cut off due to the torso shape) and 8x8 for heads respectively.
Since I didn't want to measure everything again, I made a template for both parts, to ensure they appear somewhat uniform and reduce work effort. Having finished the Turtle House, I don't plan to do more Minecraft figures for a while, so I thought I'd share this template. Maybe it is useful to someone. I have not checked them all, but theoretical it should work on all Minecraft torsos.
Quick Instructions:
1) Load the torso file in LDPE
2) Colour the pixels according to your desired pattern
3) Remove vertices not needed, check for T-junc etc. (MeshReducer and Rectifier should help a bit)
4) Adjust file header and neckmark colour
5) Check everything -> Complete.
The post processing can be a bit fiddly, but I think it still speeds up the process.
This uses a 0.95 LDU offset from the part border (not including the bottom) and a pixel size of 3.45 x 3.45. This allows uniform pixels at a fairly realistic size but also keeps accuracy somewhat minimal. Also it allows the head pixels to be the same size at a 1 LDU offset from the head's edges.
Best regards,
Chris
EDIT:
There are 2 tiny triangles in one of the mid rows, which I kept to ensure correct angles. Usually they should disappear on the finalized part.