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Slope textures - Printable Version +- LDraw.org Discussion Forums (https://forums.ldraw.org) +-- Forum: Models and Parts (https://forums.ldraw.org/forum-18.html) +--- Forum: Parts Authoring (https://forums.ldraw.org/forum-19.html) +--- Thread: Slope textures (/thread-1430.html) |
Slope textures - Orion Pobursky - 2011-11-21 Whilst building the Super Star Destroyer, a thought occurred to me: we have no way of specifying what faces of a brick (if any) required the slope texture. I see 2 solutions:
Re: Slope textures - Don Heyse - 2011-11-21 Don't limit textures to just the slopes. That's silly. Perhaps it's time to take another look at this approach. http://www.facebook.com/media/set/?set=a.1332726248194.2048041.1532162912&l=4199f78c01 Re: Slope textures - Orion Pobursky - 2011-11-21 I agree but there's a big technical difference between texture mapping a picture and specifying that a certain quad/triangle should have a homogenous texture. Re: Slope textures - Don Heyse - 2011-11-21 I suppose. How about !BUMPY since it's more of a hint to render with bump mapping than texture mapping? Re: Slope textures - Orion Pobursky - 2011-11-21 I'm actually leaning toward option 1. MLCad is quickly becoming a millstone around our necks. At some point we need to stop worrying about breaking MLCad and I say the sooner the better. Re: Slope textures - Don Heyse - 2011-11-21 The slopes aren't really a different color. They just have a different surface. Re: Slope textures - Orion Pobursky - 2011-11-21 I agree. I guess I wasn't clear but option 1 is intended to be a new "main color" in the vein of colors 16 and 24. Re: Slope textures - Travis Cobbs - 2011-11-21 I'm not sure I fully understand what you're advocating, so perhaps you could give more detail. Unless I misremember, there are varying degrees of "bumpy" in sloped LEGO bricks, so simply stating that something should be bumpy probably isn't a good solution. Re: Slope textures - Orion Pobursky - 2011-11-21 Good point. I totally forgot about the fact that the slope roughness varies. In that case a meta command makes more sense. Re: Slope textures - Tim Gould - 2011-11-21 It's for this reason I don't think anything should be done at an official level. We already leave off some details (eg. hollow/filled underside studs), textures on some parts, smoothed edges on tiles/mini-slopes etc. and relegate any treatment of them to rendering part libraries. This, IMO, is how it should be. As I see it LDraw format is there predominately as an instructional format. But if you do decide to go with it I'd favour a leading meta. That way you're not breaking anything, a smart renderer can pick it up, and we don't have to duplicate every colour. Tim my humble thoughts on this - Steffen - 2011-11-24 I think that we should be even more generic here than just surface texture, and apply the usual mechanism you do in rendering: subsuming this as "material" :-) just some quick thoughts for a downwards-compatible syntax extension: 0 !MATERIAL metal roughness=polished ...(lines of type 1,2,3 go here) 0 !MATERIAL metal roughness=mat ...(lines of type 1,2,3 go here) 0 !MATERIAL abs default ...(lines of type 1,2,3 go here) 0 !MATERIAL abs roughness=0.5 ...(lines of type 1,2,3 go here) 0 !MATERIAL glass 0 // the previous line really means glass, not plastic, for example used in light bulbs ...(lines of type 1,2,3 go here) 0 !MATERIAL rubber ...(lines of type 1,2,3 go here) 0 !MATERIAL copper ...(lines of type 1,2,3 go here) 0 !MATERIAL thread 0 // no, not a computer thread. a real, physical thread. some LEGO models use them :-) ...(lines of type 1,2,3 go here) 0 !MATERIAL paper 0 // the previous line could be used for stickers :-)) etc. please don't take this literally, I am just posting this here to tickle your imagination ;-) the !MATERIAL syntax would simply switch to some material mode until a different material instruction is encountered. Re: my humble thoughts on this - Tim Gould - 2011-11-25 I like this thought. But I'd suggest have a start and end and assume that all else is plain ABS. That way it goes back properly. 0 !MATERIAL rubber etc. 0 !END MATERIAL Tim begin and end of !MATERIAL - Steffen - 2011-11-27 I like that turning on and off of material. That way it works similar to the already existing 0 BFC NOCLIP ... 0 BFC CLIP section. However, what I dislike about your suggestion is the use of 2 separate keywords !MATERIAL !END for the same thing. I would better prefer 0 !MATERIAL rubber ... 0 !MATERIAL end , so the keyword !END is avoided. Or, to be more syntactically similar to the NOCLIP/CLIP sections, we could also do 0 !MATERIAL rubber ... 0 !NOMATERIAL but I find that less elegant. My goal would be to use the same keyword for the begin and end statements. Re: begin and end of !MATERIAL - Travis Cobbs - 2011-11-28 I agree that if something like this were done, all lines should begin with !MATERIAL (or something similar; the point being, only introduce ONE new meta-command). In fact, I think !MATERIAL should require one of the following three sub-commands as the first word after !MATERIAL: BEGIN, END, and NEXT. The NEXT sub-command would mean that the material specification applies to the next line only. BEGIN and END produce a block of lines using a material. Additionally, just as an aside, the spelling for the non-shiny finish is matte, not mat. |