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p/low fast draft parts |
Posted by: Ben Supnik - 2014-01-08, 21:59 - Forum: Parts Authoring
- Replies (18)
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Hi Y'all,
I was dusting off my notes on LOD when I noticed that octa-studs have already been moved to /8 in the official library, something that was discussed here.
http://forums.ldraw.org/showthread.php?t...45#pid9745
This gives us three levels of detail by searching /p/8 and /p/48 for primitives.
I would like to propose a fourth level of detail, designed to be the lowest quality rendering possible. Such rendering would have:
- No studs at all.
- No part interiors.
The LOD would be targeted for real-time viewing of stupidly-huge models, e.g. all of Datsville at once, etc. The goal is to preserve some vague shape and color of the model while bringing down vertex count as much as possible.
The goal would _not_ be to replace every single part with a simpler version, but rather to replace a subset of parts that are very commonly used (e.g. all of the standard dimension bricks, plates, etc.), possibly using a human-directed script.
In my past experimenting with this technique I found that a small number of 'draft' quality bricks could have a pretty huge impact on the weight of a model.
Anyway, if anyone thinks this is a terrible idea, or has strong feelings on how such a sub-set should be built, please let me know. I'd like to start putting a part set together.
Cheers
Ben
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Bitmap quastion |
Posted by: Stan Isachenko - 2014-01-07, 20:44 - Forum: Parts Authoring
- Replies (8)
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I there any working way to atach bitmap to Ldraw parts? Specifically for minifigs. There are almost all bitmaps from Minifigs series in LDD. I extract them from it, but i am thinking about attaching them to ldraw parts.
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LDView POV output |
Posted by: Michael Horvath - 2014-01-05, 21:26 - Forum: LDraw File Processing and Conversion
- Replies (15)
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Some of my parts are written as having color "LDXColor60_slope", but this color is not defined anywhere in the POV file. What should I do in the meantime? Is there a workaround?
[edit]
This is the change to the POV code I did to fix it. Instead of this:
Code: #ifndef (LDXSkipChromeColorMacro)
#macro LDXChromeColor(r, g, b)
#if (version >= 3.1) material { #end
texture {
pigment { rgbf <r,g,b,0> }
#if (LDXQual > 1)
finish { ambient LDXAmb diffuse LDXDif }
finish { phong LDXPhong phong_size LDXPhongS reflection LDXChromeRefl brilliance LDXChromeBril metallic specular LDXChromeSpec roughness LDXChromeRough}
#end
}
#if (version >= 3.1) } #end
#end
#end
I did this:
Code: #ifndef (LDXSkipChromeColorMacro)
#macro LDXChromeColor(r, g, b)
#if (version >= 3.1) material { #end
texture {
pigment { rgbf <r,g,b,0> }
#if (LDXQual > 1)
finish { ambient LDXAmb diffuse LDXDif }
finish { phong LDXPhong phong_size LDXPhongS reflection LDXChromeRefl brilliance LDXChromeBril metallic specular LDXChromeSpec roughness LDXChromeRough}
#end
}
#if (version >= 3.1) } #end
#end
#macro LDXChromeColor_slope(r, g, b)
#if (version >= 3.1) material { #end
texture {
pigment { rgbf <r,g,b,0> }
#if (LDXQual > 1)
finish { ambient LDXAmb diffuse LDXDif }
finish { phong LDXPhong phong_size LDXPhongS reflection LDXChromeRefl brilliance LDXChromeBril metallic specular LDXChromeSpec roughness LDXChromeRough}
normal { bumps 0.3 scale 25*0.02 }
#end
}
#if (version >= 3.1) } #end
#end
#end
And then I did this:
Code: #ifndef (LDXColor60) // Chrome Antique Brass
#declare LDXColor60 = LDXChromeColor(0.392157,0.352941,0.298039)
#declare LDXColor60_slope = LDXChromeColor_slope(0.392157,0.352941,0.298039)
#end
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