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LDCad 1.6 Beta 1 (win+linux) - Printable Version

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RE: LDCad 1.6 Beta 1 (win+linux) - TestOne - 2016-12-28

(2016-12-28, 18:14)Roland Melkert Wrote:
(2016-12-28, 15:33)TestOne Wrote: Hi all, one question aout snap information:
I've seen that there are some parts with wrong or missing snap information in the shadow library (as an example part 3839b and related have misaligned snap information for the handles, whilst part 3839a is ok). With parts like 3839b it isn't a problem to correct the snap point, but with parts like 58247 which one is the best way to find the right snap position (for vertical stands)? Is the 102° rotation a standard in all minifig accessories (I desumed it from the rotation matrix of already corrected parts), or is there a better way to find the correct orientation?
How do you choose the best orietnation/placement for part snapping when the snap information is missing or wrong? By analyzing the part elements?

3839b is indeed very wrong, 58247 is actually the way it is on purpose as I figured that part is mostly used with minifig hand clips. I will add the other cylinders for 58247 too.

As for finding the orientation of things, I usually try to find the used cyli reference by selecting them one by one in the source window combined with using 'o' in 2D mode.

The whole shadow editing thing is a bit limited as it is essentially 'hacked' in because LDCad was never designed to be a part editor.  It used to be only enabled in my debug builds as it isn't very user friendly to say the least Smile
Yes, indeed, I have alway s seen it handled by minifig, but then I found this set and wanted to replicate it: http://brickset.com/sets/SW911511-1/Jedi-Weapon-Stand

Anyway great suggestion, with your tip I was able to edit the snap info by myself and I'll be able to find the best match for other parts in the future.
Your experience is always very much appreciated, thank you Wink


RE: LDCad 1.6 Beta 1 (win+linux) - Roland Melkert - 2017-01-04

(2016-12-23, 8:56)Merlijn Wissink Wrote:
(2016-12-23, 8:38)TestOne Wrote: View > Editing views > OpenGL view export (Export current view's OpenGL rendering to a png file)
View > Editing views > POV-Ray view export (Export current view's scene to a POV-Ray file)

Thanks! Seems a bit weird to put it under 'editing views' in my opinion. I expected it under file > export > POV-ray or something like that.
Anyway, gonna take a look at what it produces  Smile

Concerning the povray export, you might want to use the attached colors.pov (place in %appdata%/LDCad/povray/default) as I made some improvements in it in regards to transparent parts.


RE: LDCad 1.6 Beta 1 (win+linux) - Merlijn Wissink - 2017-01-05

(2017-01-04, 22:28)Roland Melkert Wrote:
(2016-12-23, 8:56)Merlijn Wissink Wrote: Thanks! Seems a bit weird to put it under 'editing views' in my opinion. I expected it under file > export > POV-ray or something like that.
Anyway, gonna take a look at what it produces  Smile

Concerning the povray export, you might want to use the attached colors.pov (place in %appdata%/LDCad/povray/default) as I made some improvements in it in regards to transparent parts.

Cool! I've rendered a relatively big Technic model a couple of days ago using LDCad's export feature. The image is being used on the cover of the instructions. I was actually planning on using LDView together with LGEO, but I had to set it up from scratch (due to a forced Windows reinstall couple of months ago) and I couldn't get it to work. In the end, I thought 'hey! LDCad can export too!' and thus I used LDCad's export.

It looks quite good. Although, the whole lighting seems a bit low/dark to me and the parts look a little too shiny. Especially red bricks looked a little too dark, but again, that might've been the lighting. Other than that it looks pretty good. Smile
I don't think I can share those images (yet) in public, but I could send you a PM if you'd like to see them.

I don't know if you were planning to take the exporter further or not, but it would be really cool if you'd make it like LDD-to-POV-Ray. A program like that is severely lacking the in the LDraw ecosystem. There are a lot of ways to export LDraw to POV-Ray, there are a lot of guides on how to make the POV-Ray render look better by manually editing stuff, but there's no in between.

If you don't know LDD-to-POV-Ray, here are some example images of what LDD-to-Pov-Ray can do.

I know that would be a lot of work, but it also would be really cool and useful.  Rolleyes


RE: LDCad 1.6 Beta 1 (win+linux) - Roland Melkert - 2017-01-06

(2017-01-05, 8:51)Merlijn Wissink Wrote: It looks quite good. Although, the whole lighting seems a bit low/dark to me and the parts look a little too shiny. Especially red bricks looked a little too dark, but again, that might've been the lighting. Other than that it looks pretty good. Smile
I don't think I can share those images (yet) in public, but I could send you a PM if you'd like to see them.
Currently it uses a single parallel light simular to the OpenGL one used inside the editor. You can add more (shadow less ones) by using an include file or by editing the .pov file afterwards. I do plan to make it more configurable from inside LDCad in a future version though.

(2017-01-05, 8:51)Merlijn Wissink Wrote: I don't know if you were planning to take the exporter further or not, but it would be really cool if you'd make it like LDD-to-POV-Ray. A program like that is severely lacking the in the LDraw ecosystem. There are a lot of ways to export LDraw to POV-Ray, there are a lot of guides on how to make the POV-Ray render look better by manually editing stuff, but there's no in between.
I'm still tweaking the defaults and some improvements are planned to help with choosing the zoom etc. I'm also thinking abuot adding LGEO support but that system is so fragmented at the moment that I first have to (re)familiarize with it myself.

(2017-01-05, 8:51)Merlijn Wissink Wrote: If you don't know LDD-to-POV-Ray, here are some example images of what LDD-to-Pov-Ray can do.
That looks very extensive, my previous exporter (inside LD4DStudio) had more options but I felt no one was using that. So with this one I choose to outsource most things to the .pov files inside the %appdata% folder that way advanced users can make custom settings while the other users have a 'simple' dialog.


LDCad 1.6 Beta 1a shadowinfo for 2016-01 lib - Roland Melkert - 2017-01-14

I've processed the new LDraw 2016-01 parts.

Luckily most parts were variants of existing ones so I only needed to create 80+ new shadow files.

This means the all parts in the sorted branch (except the alias, colored and obsolete subbranches) should once again have snap and mirroring info.

the seedfile is here:
http://www.melkert.net/action/download/shadow.sf

place it in the seeds folder (usually C:\Program Files (x86)\LDcad\seeds) while LDCad is closed.



ps: why can't I attach a .sf file?, it's just a renamed zip file. extension based security isn't really secure.


RE: LDCad 1.6 Beta 1a shadowinfo for 2016-01 lib - Orion Pobursky - 2017-01-14

(2017-01-14, 18:08)Roland Melkert Wrote: ps: why can't I attach a .sf file?, it's just a renamed zip file. extension based security isn't really secure.

Fixed.

There more to the attachment limitations than just security like size limits. Also, the backend checks to make sure that the file you upload really is of the type you say it is.


RE: LDCad 1.6 Beta 1a shadowinfo for 2016-01 lib - Roland Melkert - 2017-01-14

(2017-01-14, 18:29)Orion Pobursky Wrote: Fixed.

Thanks


RE: LDCad 1.6 Beta 1 (win+linux) - Merlijn Wissink - 2017-01-14

So, the first beta version of 'Rebrickable V3' is online.
And... It has an LDCad parts bin export for parts lists.  Smile

I haven't tried it yet, so I don't know the quality of the export, but it'll certainly be a nice easy quick-start if you need any set's .pbg file.


RE: LDCad 1.6 Beta 1 (win+linux) - Roland Melkert - 2017-01-28

If anyone has some pending issues/problems with the 1a version please let me know.

Because I'm at the final stages of Beta 2 (the binary is finished, I'm just working on a scripting oriented test project)

I ask because I would like Beta 2 to be the last beta followed by the final version with minimal additional changes.


RE: LDCad 1.6 Beta 1 (win+linux) - Philippe Hurbain - 2017-01-29

(2017-01-28, 23:00)Roland Melkert Wrote: If anyone has some pending issues/problems with the 1a version please let me know.

Because I'm at the final stages of Beta 2 (the binary is finished, I'm just working on a scripting oriented test project)

I ask because I would like Beta 2 to be the last beta followed by the final version with minimal additional changes.
Works really fine for me. But I just got a little blitch, tried a POV export, and POV chokes on this line:

#macro ldrawTexPearl(ldCode, pngIdx)    
 ldrawBuildTex(ldrawPigment(getColorIndex(ldCode), -1, -1), ldrawPearlNor, ldraPearlFin, pngIdx)
#end

(uninitialized identifier)