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85984 Slope 31 1 x 2 x 0.667 |
Posted by: Jaco van der Molen - 2018-02-22, 11:31 - Forum: Parts Authoring
- Replies (5)
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Following up on the discussion on MLCad 3.50 which led to discussing snap meta in LDCad here is something I found.
I see that part 85984 (better known as cheese slope 1x2) misses snap meta at underside so it won't snap at a 90 degree angle on say a 1x2 brick with studs on side.
I cannot remember having problems with that part, but now it does not snap.
I see part 85985 is not made with the subpart without top face that is used for patterned versions of this slope.
The the patterned variants of 85985 use 85985s01 which has the snap meta.
Shouldn't part 85984 be fixed and make use of the 85985s01 too?
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LDraw All-In-One-Installer 2018-01 now available |
Posted by: Willy Tschager - 2018-02-22, 0:24 - Forum: LDraw.org Announcements
- No Replies
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An updated version of the LDraw All-In-One-Installer, in short AIOI, has been released.
The AIOI supports Windows XP (Home and Pro), Windows Vista or higher (all versions). On 64-Bit Operating Systems it will install in the "Program files (x86)" folder. The Installer will NOT run on Windows 95, 98, ME, NT Ver 4, 2000, or XP below SP2.
It contains the following changes:
* Update to Parts Library 2018-01
* Update to MLCad.ini 2018-01
* Update to LDView 4.3
* Update to LPub3D 2.0.20.0.645
* Update to LeoCAD 18.01-10289
* Update to Offline Parts Catalog 2018-01
* Update to LDCad 1.6a
* Update to LICreator 3.2.153
You can download the AIOI from:
Home > Help > Get Started > LDraw All-In-One-Installer
Many thanks to all the programmers who contributed to this release.
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LDCad POVray export |
Posted by: Michael Horvath - 2018-02-17, 21:47 - Forum: LDraw File Processing and Conversion
- Replies (15)
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A couple of observations.
1. slope bricks are not bumpy/grainy like they should be
2. at the POV-Ray newsgroups we came up with some code to add blurred reflections to models:
Code: // this methoid is slower
#macro BlurredReflectionMicroNormals(InPigment, InFinish, InNormal, BlurAmount, BlurSamples)
// texture
// {
average
texture_map
{
#declare iCount = 0;
#declare S = seed(0);
#while (iCount < BlurSamples)
[
1 // The pigment of the object:
pigment { InPigment }
// The surface finish:
finish { InFinish }
// This is the actual trick:
normal
{
average
normal_map
{
[1 bumps BlurAmount translate <rand(S),rand(S),rand(S)>*100 scale 0.001]
[1 InNormal]
}
}
]
#declare iCount = iCount + 1;
#end
}
// }
#end
// this method is faster, but requires a focal blur and/or extra antialiasing to smooth out the pixelation
#macro BlurredReflectionSingleNormals(InPigment, InFinish, InNormal, BlurAmount)
// texture
// {
pigment { InPigment }
finish { InFinish }
normal { InNormal }
normal {bumps BlurAmount scale 0.001}
// }
#end
#if (Use_BlurRef = true)
#ifndef (Use_BlurAmt) #declare Use_BlurAmt = 0.05; #end // amount of surface reflection blurring
#macro ldrawBuildTex(basePigment, baseNormal, baseFinish, pngIdx)
#if (pngIdx<0)
BlurredReflectionSingleNormals(basePigment, baseFinish, baseNormal, Use_BlurAmt)
#else
texture
{
pigment
{
uv_mapping
image_map
{
png getPngName(pngIdx)
getPngMapType(pngIdx)
interpolate 2
}
getPngWarp(pngIdx)
}
}
texture
{
BlurredReflectionSingleNormals(basePigment, baseFinish, baseNormal, Use_BlurAmt)
}
#end
#end
#else
#macro ldrawBuildTex(basePigment, baseNormal, baseFinish, pngIdx)
#if (pngIdx<0)
pigment { basePigment }
normal { baseNormal }
finish { baseFinish }
#else
#local texPigment= pigment
{
uv_mapping
image_map
{
png getPngName(pngIdx)
getPngMapType(pngIdx)
interpolate 2
}
getPngWarp(pngIdx)
}
#local result = texture
{
pigment { basePigment }
normal { baseNormal }
finish { baseFinish }
}
texture
{
pigment { texPigment }
}
result
#end
#end
#end
Unfortunately, there's no way to differentiate between ABS (solid) and Polycarbonate (clear) plastics. Could you add another column to the `ldColor` array for the `BlurAmount` value, in addition to `ior`? It would be great.
See also:
https://www.eurobricks.com/forum/index.p...e-realism/
http://news.povray.org/povray.binaries.i...ay.org%3E/
Thanks!
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