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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)

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

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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  Classic Space: LL-924 Variants
Posted by: Steffen - 2018-02-22, 0:23 - Forum: Off-Topic - No Replies

Classic Space: LL-924 Variants

Big Grin  Big Grin  Big Grin

https://www.flickr.com/photos/veynom/8733161988/

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  LEGO Bricks in the Making
Posted by: Steffen - 2018-02-22, 0:05 - Forum: Off-Topic - Replies (5)

The LEGO Group:
LEGO Bricks in the Making

https://www.youtube.com/watch?v=C3oiy9eekzk

an official documentation about factories and moulding  Blush

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  How to use stickers?
Posted by: Alberto - 2018-02-20, 20:24 - Forum: General LDraw.org Discussion - No Replies

Hi there!
  I found these stickers under review: http://www.ldraw.org/cgi-bin/ptdetail.cg...94325a.dat

I'd like to use them, but when I load them in LeoCAD, all I see is a few weird yellow structures, definitely not stickers. :-)

Can please somebody explain how to add stickers to my model?

TIA,
  Alberto

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  Instant Email Notification doesn't work
Posted by: Johann Eisner - 2018-02-19, 19:14 - Forum: Help - Replies (3)

Hi
As the headline says, the instant email notification does not work for me. What can this be?

Regards Johann

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  Classic Space
Posted by: Steffen - 2018-02-18, 21:48 - Forum: Official Models - Replies (94)

[Image: 3939p91.png]

Classic Space Thread

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  Brick 1x4 with clips / disk shooter
Posted by: Merlijn Wissink - 2018-02-18, 21:28 - Forum: Part Requests - Replies (5)

Hey all,
I need part 16968  for a project. If anyone would like to make it that would be much appreciated. I don't have the part myself so I can't make any photos, but the part is available in LDD so I guess there's no need for photos.

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  LDCad POVray export
Posted by: Michael Horvath - 2018-02-17, 21:47 - Forum: LDraw File Processing and Conversion - Replies (15)

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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  MLCad 3.50 is available
Posted by: Steffen - 2018-02-17, 9:23 - Forum: LDraw Editors and Viewers - Replies (31)

https://www.lm-software.com/mlcad/MLCad_V3.50.zip

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