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Re: New Parts for LGEO Library - Sven v. Beuningen - 2015-12-01

Hi Damien,

I did a review of my first rendering batch and found some parts which might need some adjustments. Since the review will take a while and we have to find a suitable process let's see if the data I can provide will help. Please let me know if you need more information.

So Long

Sven


Re: New Parts for LGEO Library - Damien Roux - 2015-12-01

Hi,

I took a look and only 2342 and 2343 have LGEO equivalent.

So, for all the other parts, it's normal you uavr sharp edges because it is raw Ldraw geometry.

The two others are parts from the original LGEO library, so a bit less quality than mine. But the studs are OK as for me.

What I am interested in is review of my parts mainly. But what you provided is OK as a review standard.


Re: New Parts for LGEO Library - Sven v. Beuningen - 2015-12-01

Hi,

so if I got you right you won't provide high quality models for parts which are not available in LGEO. That's fine, but good to know. Than I'll treat them as final. Will there be updates for the two other parts somewhen in the future? If yes I will just wait for updates and I'll provide every now and them further reviews. It's perfectly fine if you only provide new packages if it makes sense for you. I have enaugh to render anyway Wink.

So long

Sven


Re: New Parts for LGEO Library - Damien Roux - 2015-12-01

No, I did not meant that.

I'm actually providing HQ parts for parts that are not in LGEO library.

But actually, any parts not in LGEO library will give you sharp edges somewhere. This is why you have sharp studs here.


As there are a lot of parts, I'm creating only the ones I need for my renders. But you can make requests of course (as long as you don't request the entire library... Wink ) Just give me a list, and I will do my best.

What I am interested in is to know if my own LGEO parts give problems. None of the ones you pointed out above have been made by me.
Only the 4589 part which gives you facets has been made by me, that's why I've asked if it still gives problems. Could you please answer me on that?


Re: New Parts for LGEO Library - Sven v. Beuningen - 2015-12-02

Ok, got it.

Then I keep going with reviews and you can decide which one of the parts you gonna rework or provide as new HQ parts. Maybe there is some point in time where we can have all parts in HQ but I'll take what is available until then.

I attached the 4589 with a fresh exported pov file. If you can try to render the pov file we maybe can find out if something with my config is wrong.

So long

Sven


Re: New Parts for LGEO Library - Sven v. Beuningen - 2015-12-02

Some more parts from review. I think most of them are not yours. Maybe the helmet?

So long

Sven


Re: New Parts for LGEO Library - Damien Roux - 2015-12-03

The problem comes with your area lights.

I don't pretend to know everything with PovRay but this is what I think:

Apparently your light sources are too much close to the part. Area lights shouldn't be used exactely as conventional point lights.
Looks like the area lights are located inside the part, therefore the mesh is illuminated from the inside and the normals cannot do their job.

This is what I get with your settings:
[Image: 2m4po9h.png]
Here there are facets, like the normals of the mesh are not taken into account. The shadows inside the part are also very grainy.


I would put the light much far away from the part:
Using a *1000 factor:

light_source { // Latitude,Longitude: 45,0,LDXRadius*2
(<0*LDXRadius,-1.5*LDXRadius,-1.5*LDXRadius> + LDXCenter)*1000
color rgb 0.85
area_light 200, 200, 10, 10
jitter
}
light_source { // Latitude,Longitude: 30,120,LDXRadius*2
(<1.5*LDXRadius,-1*LDXRadius,0.866026*LDXRadius> + LDXCenter)*1000
color rgb 0.85
area_light 200, 200, 10, 10
jitter
}
light_source { // Latitude,Longitude: 60,-120,LDXRadius*2
(<0,-2*LDXRadius,0> + LDXCenter)*1000
color rgb 0.5
area_light 200, 200, 10, 10
jitter
}
light_source { // Custom light 2: Side
(<2*LDXRadius,-0*LDXRadius,-2*LDXRadius> + LDXCenter)*1000
color rgb 0.5
area_light 200, 200, 10, 10
jitter
}

This is what I get:
[Image: 33m6jdj.png]
No more facets, but too bright.


I can decrease the brightness by changing the lights colors:
using a 1/1.5 factor for the rgb colors:

light_source { // Latitude,Longitude: 45,0,LDXRadius*2
(<0*LDXRadius,-1.5*LDXRadius,-1.5*LDXRadius> + LDXCenter)*1000
color rgb 0.85/1.5
area_light 200, 200, 10, 10
jitter
}
light_source { // Latitude,Longitude: 30,120,LDXRadius*2
(<1.5*LDXRadius,-1*LDXRadius,0.866026*LDXRadius> + LDXCenter)*1000
color rgb 0.85/1.5
area_light 200, 200, 10, 10
jitter
}
light_source { // Latitude,Longitude: 60,-120,LDXRadius*2
(<0,-2*LDXRadius,0> + LDXCenter)*1000
color rgb 0.5/1.5
area_light 200, 200, 10, 10
jitter
}
light_source { // Custom light 2: Side
(<2*LDXRadius,-0*LDXRadius,-2*LDXRadius> + LDXCenter)*1000
color rgb 0.5/1.5
area_light 200, 200, 10, 10
jitter
}

This is what I get:
[Image: ru1d8g.png]


Finally, I don't like those kind of render because it is really dark inside the part (of course because there is no light in it).
I would turn on radiosity.
[Image: 2wqbg9y.png]


For more realism, I would add some reflections and a floor, and this is what I get with the settings I use for my renders:
[Image: 4jq928.png]


Re: New Parts for LGEO Library - Sven v. Beuningen - 2015-12-03

Hi Damien,

thank you very much. Your theory with the normals makes perfectly sence. I didn't think about that.
Did you use different light sources for the last render? It looks like you used bigger area lights and they are positioned different.

So long

Sven


Re: New Parts for LGEO Library - Sven v. Beuningen - 2015-12-04

Ok, forget about the helmet. It is the same issue with the area lights. Looks great now.

So Long

Sven


Re: New Parts for LGEO Library - Damien Roux - 2015-12-04

I used only one area light, a bit smaller than yours.
But the main difference is the use of radiosity.