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		<title><![CDATA[LDraw.org Discussion Forums - Rendering Techniques]]></title>
		<link>https://forums.ldraw.org/</link>
		<description><![CDATA[LDraw.org Discussion Forums - https://forums.ldraw.org]]></description>
		<pubDate>Sun, 12 Apr 2026 16:59:17 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[LGEO’s 30076 is rotated]]></title>
			<link>https://forums.ldraw.org/thread-28998.html</link>
			<pubDate>Sun, 10 Aug 2025 11:39:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=1998">Sylvain Sauvage</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-28998.html</guid>
			<description><![CDATA[Hi all,<br />
<br />
It seems LGEO is basically abandonned but some people are still using it (notably through Studio), so I’m posting here in case someone else has the problem and looks on these forums.  <br />
<br />
So the problem is that, as reported in a <a href="https://forum.bricklink.com/viewtopic.php?t=13058" target="_blank" rel="noopener" class="mycode_url">thread on the Studio forum</a>, the LGEO version of 30076 is rotated 90° (Z).  I checked that Studio is using the same defs as the latest LGEO lib I have and I tested with a standalone POV-Ray install and I get the same results so I can confidently say it’s not <a href="https://forums.ldraw.org/thread-24456.html" target="_blank" rel="noopener" class="mycode_url">this problem</a>.<br />
<br />
I made a quick correction (attached; I only added two ‘rotate’ statements) and I’m sending it to the Studo devs.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/blank.png" title="" border="0" alt=".inc" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=13138" target="_blank" title="">lg_30076.inc</a> (Size: 13.48 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
It seems LGEO is basically abandonned but some people are still using it (notably through Studio), so I’m posting here in case someone else has the problem and looks on these forums.  <br />
<br />
So the problem is that, as reported in a <a href="https://forum.bricklink.com/viewtopic.php?t=13058" target="_blank" rel="noopener" class="mycode_url">thread on the Studio forum</a>, the LGEO version of 30076 is rotated 90° (Z).  I checked that Studio is using the same defs as the latest LGEO lib I have and I tested with a standalone POV-Ray install and I get the same results so I can confidently say it’s not <a href="https://forums.ldraw.org/thread-24456.html" target="_blank" rel="noopener" class="mycode_url">this problem</a>.<br />
<br />
I made a quick correction (attached; I only added two ‘rotate’ statements) and I’m sending it to the Studo devs.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/blank.png" title="" border="0" alt=".inc" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=13138" target="_blank" title="">lg_30076.inc</a> (Size: 13.48 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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		<item>
			<title><![CDATA[Lighting a night time scene in POVRay.]]></title>
			<link>https://forums.ldraw.org/thread-28652.html</link>
			<pubDate>Sat, 01 Feb 2025 22:20:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=24674">Hughes</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-28652.html</guid>
			<description><![CDATA[Hello, fellow AFOLs and LDrawers.<br />
<br />
I would like to ask for some advice, please.<br />
<br />
I wish to render some of my LDraw models in a night setting. In other words, they will be in darkness (or near darkness), but I would like light to appear to come from inside the model. Think lights coming from the window of a house and illuminating the street.<br />
<br />
My usual method is to model in LDCAD and use its export feature to generate a .pov file, which I then render using POVRay. I have been learning how to edit the .pov file to alter the lighting, change the floor etc. I tried to place a lightsource inside the scene, but this is clearly the wrong way to do it. Can anyone offer advice on how to achieve what I am trying to do?<br />
<br />
Apologies if this topic has already been covered elsewhere.<br />
<br />
Many thanks,<br />
<br />
Max]]></description>
			<content:encoded><![CDATA[Hello, fellow AFOLs and LDrawers.<br />
<br />
I would like to ask for some advice, please.<br />
<br />
I wish to render some of my LDraw models in a night setting. In other words, they will be in darkness (or near darkness), but I would like light to appear to come from inside the model. Think lights coming from the window of a house and illuminating the street.<br />
<br />
My usual method is to model in LDCAD and use its export feature to generate a .pov file, which I then render using POVRay. I have been learning how to edit the .pov file to alter the lighting, change the floor etc. I tried to place a lightsource inside the scene, but this is clearly the wrong way to do it. Can anyone offer advice on how to achieve what I am trying to do?<br />
<br />
Apologies if this topic has already been covered elsewhere.<br />
<br />
Many thanks,<br />
<br />
Max]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Eyesight on Linux]]></title>
			<link>https://forums.ldraw.org/thread-28237.html</link>
			<pubDate>Thu, 02 May 2024 14:52:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=1998">Sylvain Sauvage</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-28237.html</guid>
			<description><![CDATA[Hi all,<br />
<br />
Now that Studio’s Eyesight has been <a href="https://forum.bricklink.com/viewtopic.php?t=10208" target="_blank" rel="noopener" class="mycode_url">open sourced</a>, I managed to build and run it natively on Linux 🥳 and to make Studio use it seamlessly 🥳🥳 and with the GPU too 🥳🥳🥳🥳<br />
<br />
If someone wants to give it a try, I wrote <a href="http://slswww.free.fr/build_linux.html" target="_blank" rel="noopener" class="mycode_url">a howto</a>.]]></description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
Now that Studio’s Eyesight has been <a href="https://forum.bricklink.com/viewtopic.php?t=10208" target="_blank" rel="noopener" class="mycode_url">open sourced</a>, I managed to build and run it natively on Linux 🥳 and to make Studio use it seamlessly 🥳🥳 and with the GPU too 🥳🥳🥳🥳<br />
<br />
If someone wants to give it a try, I wrote <a href="http://slswww.free.fr/build_linux.html" target="_blank" rel="noopener" class="mycode_url">a howto</a>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LDCad Camera Test animation fails]]></title>
			<link>https://forums.ldraw.org/thread-27589.html</link>
			<pubDate>Sun, 23 Jul 2023 03:02:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=2369">Walt White</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-27589.html</guid>
			<description><![CDATA[I've been using the Camera Test animation frequently and then this afternoon it stopped working.  The MOC just stays in the initial postion.<br />
<br />
The other example animations all still work as usual; only Camera Test fails.  When using the OpenGL animation export, it just exports hundreds of identical images.<br />
<br />
I downloaded the latest version of LDCad and reinstalled it to no avail.  It fails on my MOCs and on the examples like 5550.mpd.<br />
<br />
Walt]]></description>
			<content:encoded><![CDATA[I've been using the Camera Test animation frequently and then this afternoon it stopped working.  The MOC just stays in the initial postion.<br />
<br />
The other example animations all still work as usual; only Camera Test fails.  When using the OpenGL animation export, it just exports hundreds of identical images.<br />
<br />
I downloaded the latest version of LDCad and reinstalled it to no avail.  It fails on my MOCs and on the examples like 5550.mpd.<br />
<br />
Walt]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LDraw]]></title>
			<link>https://forums.ldraw.org/thread-27509.html</link>
			<pubDate>Tue, 20 Jun 2023 08:36:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=24837">Sieradzki</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-27509.html</guid>
			<description><![CDATA[Zrób zdjęcia kompletów 3D.<br />
<br />
Darak.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=9767" target="_blank" title="">75214.jpg</a> (Size: 138.45 KB / Downloads: 1)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Zrób zdjęcia kompletów 3D.<br />
<br />
Darak.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=9767" target="_blank" title="">75214.jpg</a> (Size: 138.45 KB / Downloads: 1)
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		</item>
		<item>
			<title><![CDATA[Problems with handling sharp edges]]></title>
			<link>https://forums.ldraw.org/thread-27278.html</link>
			<pubDate>Mon, 10 Apr 2023 18:40:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=6152">Max Murtazin</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-27278.html</guid>
			<description><![CDATA[So, continuing with my LDraw to xml converter grind, looks like I have managed to solve pretty much everything but one thing - handling sharp edges<br />
<br />
I have tried multiple ways, but nothing seems to work. Generally, it seems I should not interpolating normals between faces that share sharp edge, but then arises problem of faces that share only 1 vertex. How this case should be approached?]]></description>
			<content:encoded><![CDATA[So, continuing with my LDraw to xml converter grind, looks like I have managed to solve pretty much everything but one thing - handling sharp edges<br />
<br />
I have tried multiple ways, but nothing seems to work. Generally, it seems I should not interpolating normals between faces that share sharp edge, but then arises problem of faces that share only 1 vertex. How this case should be approached?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ldr_wgpu high performance realtime LDraw renderer]]></title>
			<link>https://forums.ldraw.org/thread-27253.html</link>
			<pubDate>Tue, 04 Apr 2023 16:13:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=21120">Jonathan N</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-27253.html</guid>
			<description><![CDATA[I've been working on an experimental renderer for LDraw files. The goal is to create a performant rendering engine targeting modern GPUs. The renderer is built on top of wgpu, which uses Vulkan, DX12, or Metal depending on the platform. These APIs are newer than OpenGL and enable access to more hardware features. This includes most devices made in the last 10 years or so. This should work in the browser eventually once WebGPU is released.<br />
<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=9498" target="_blank" title="">datsville_ldr_wgpu.jpg</a> (Size: 661.12 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment --><br />
<br />
<br />
The framerates can easily be several times faster than existing renderers in applications like LeoCAD, Blender, LDView, etc. My desktop with an RTX 3060 only gets 1 fps (1000+ms) per frame when viewing Datsville with standard resolution primitives and no logos on studs. I get about 6-7 fps when Fully zoomed out in ldr_wgpu. Framerates shoot up to 60-120 fps when viewing a more modest area of the scene.<br />
<br />
<br />
While the newer graphics APIs have less CPU overhead, the biggest performance improvements come from only rendering what's actually visible each frame. This is why the framerate is highly variable as the camera moves around. ldr_wgpu performs culling at the object level. Frustum culling culls any objects that are outside the camera's viewable area. Occlusion culling culls any objects that are completely obscured by other objects. While conceptually simple, occlusion culling is hard to implement efficiently. See the README on the github repository linked below and the source code for more details. The culling is calculated each frame in real time and only requires precalculating bounding boxes and bounding spheres. When zoomed out, frustum culling no longer helps. Occlusion culling can often reduce the amount of rendered geometry by 2x-3x.<br />
<br />
<br />
There have been a number of posts about level of detail for studs and primitives. This improves performance but greatly reduces the visual quality. Thankfully, this isn't the only way to reduce the amount of vertex processing that needs to be done by the GPU. Indexed drawing can be faster than non indexed drawing but only if duplicate vertices are merged. Modern GPUs can cache vertices with the same index. This cut the vertex processing time in half when profiling on my M1 Macbook Air.<br />
<br />
<br />
The other main topic of discussion I've seen is BFC as a performance enhancement. Whether this helps or not is highly dependent on the situation. Backface culling happens after the vertices are processed by the vertex shader. If you have a very simple pixel/fragment shader as is common in many CAD programs, there won't be much of a performance difference. I haven't been able to measure any performance difference in my testing since I'm currently just using flat shading. The processing time each frame was easily dominated by the vertex shader. I'll reassess the impact if I implement more complicated lighting and shading in the future.<br />
<br />
<br />
The code is designed to serve as a reference for people wanting to optimize their own renderers. I've done my best to comment any techniques and link to papers and articles where appropriate. I don't have any prebuilt executables at the moment, but you can download the code from github and compile it yourself. This requires having the Rust language toolchain installed. I plan on making this into a library that people can use for their own Rust projects eventually. There are still a number of features and improvements to address like normals and more realistic shading. The github repository will be updated periodically with new techniques and insights. <br />
<br />
<a href="https://github.com/ScanMountGoat/ldr_wgpu" target="_blank" rel="noopener" class="mycode_url">https://github.com/ScanMountGoat/ldr_wgpu</a><br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=9499" target="_blank" title="">aston_ldr_wgpu.jpg</a> (Size: 110.59 KB / Downloads: 3)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[I've been working on an experimental renderer for LDraw files. The goal is to create a performant rendering engine targeting modern GPUs. The renderer is built on top of wgpu, which uses Vulkan, DX12, or Metal depending on the platform. These APIs are newer than OpenGL and enable access to more hardware features. This includes most devices made in the last 10 years or so. This should work in the browser eventually once WebGPU is released.<br />
<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=9498" target="_blank" title="">datsville_ldr_wgpu.jpg</a> (Size: 661.12 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment --><br />
<br />
<br />
The framerates can easily be several times faster than existing renderers in applications like LeoCAD, Blender, LDView, etc. My desktop with an RTX 3060 only gets 1 fps (1000+ms) per frame when viewing Datsville with standard resolution primitives and no logos on studs. I get about 6-7 fps when Fully zoomed out in ldr_wgpu. Framerates shoot up to 60-120 fps when viewing a more modest area of the scene.<br />
<br />
<br />
While the newer graphics APIs have less CPU overhead, the biggest performance improvements come from only rendering what's actually visible each frame. This is why the framerate is highly variable as the camera moves around. ldr_wgpu performs culling at the object level. Frustum culling culls any objects that are outside the camera's viewable area. Occlusion culling culls any objects that are completely obscured by other objects. While conceptually simple, occlusion culling is hard to implement efficiently. See the README on the github repository linked below and the source code for more details. The culling is calculated each frame in real time and only requires precalculating bounding boxes and bounding spheres. When zoomed out, frustum culling no longer helps. Occlusion culling can often reduce the amount of rendered geometry by 2x-3x.<br />
<br />
<br />
There have been a number of posts about level of detail for studs and primitives. This improves performance but greatly reduces the visual quality. Thankfully, this isn't the only way to reduce the amount of vertex processing that needs to be done by the GPU. Indexed drawing can be faster than non indexed drawing but only if duplicate vertices are merged. Modern GPUs can cache vertices with the same index. This cut the vertex processing time in half when profiling on my M1 Macbook Air.<br />
<br />
<br />
The other main topic of discussion I've seen is BFC as a performance enhancement. Whether this helps or not is highly dependent on the situation. Backface culling happens after the vertices are processed by the vertex shader. If you have a very simple pixel/fragment shader as is common in many CAD programs, there won't be much of a performance difference. I haven't been able to measure any performance difference in my testing since I'm currently just using flat shading. The processing time each frame was easily dominated by the vertex shader. I'll reassess the impact if I implement more complicated lighting and shading in the future.<br />
<br />
<br />
The code is designed to serve as a reference for people wanting to optimize their own renderers. I've done my best to comment any techniques and link to papers and articles where appropriate. I don't have any prebuilt executables at the moment, but you can download the code from github and compile it yourself. This requires having the Rust language toolchain installed. I plan on making this into a library that people can use for their own Rust projects eventually. There are still a number of features and improvements to address like normals and more realistic shading. The github repository will be updated periodically with new techniques and insights. <br />
<br />
<a href="https://github.com/ScanMountGoat/ldr_wgpu" target="_blank" rel="noopener" class="mycode_url">https://github.com/ScanMountGoat/ldr_wgpu</a><br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=9499" target="_blank" title="">aston_ldr_wgpu.jpg</a> (Size: 110.59 KB / Downloads: 3)
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		<item>
			<title><![CDATA[Generating miliona of Lego images]]></title>
			<link>https://forums.ldraw.org/thread-26910.html</link>
			<pubDate>Sat, 17 Dec 2022 21:14:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=18786">Jerzy Orłowski</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-26910.html</guid>
			<description><![CDATA[I need to generate milions of Lego visualizations.<br />
I know more or less how to generate ldraw files programmatically.<br />
<br />
How can I programmatically generate visualizations?<br />
<br />
I would like to be able to:<br />
- Change camera position<br />
- change textures<br />
- change lighting<br />
-change background<br />
 - add some noise objects<br />
<br />
Any idea?]]></description>
			<content:encoded><![CDATA[I need to generate milions of Lego visualizations.<br />
I know more or less how to generate ldraw files programmatically.<br />
<br />
How can I programmatically generate visualizations?<br />
<br />
I would like to be able to:<br />
- Change camera position<br />
- change textures<br />
- change lighting<br />
-change background<br />
 - add some noise objects<br />
<br />
Any idea?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Interesting use of Ldraw]]></title>
			<link>https://forums.ldraw.org/thread-26623.html</link>
			<pubDate>Mon, 08 Aug 2022 08:23:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=271">Magnus Forsberg</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-26623.html</guid>
			<description><![CDATA[Researchers Have Taught Machines How to Follow Lego Instruction Manuals<br />
<br />
<a href="https://gizmodo.com/robot-machine-lego-set-build-manual-instructions-1849366176" target="_blank" rel="noopener" class="mycode_url">https://gizmodo.com/robot-machine-lego-s...1849366176</a><br />
<br />
What software have been used to create the animation to the right?<br />
From LPub3D to a "video rendering".]]></description>
			<content:encoded><![CDATA[Researchers Have Taught Machines How to Follow Lego Instruction Manuals<br />
<br />
<a href="https://gizmodo.com/robot-machine-lego-set-build-manual-instructions-1849366176" target="_blank" rel="noopener" class="mycode_url">https://gizmodo.com/robot-machine-lego-s...1849366176</a><br />
<br />
What software have been used to create the animation to the right?<br />
From LPub3D to a "video rendering".]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Model is too large for 3D rendering software]]></title>
			<link>https://forums.ldraw.org/thread-26024.html</link>
			<pubDate>Sun, 06 Feb 2022 18:15:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=3985">kevlamar</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-26024.html</guid>
			<description><![CDATA[I have built a very large model which I currently have saved as Ldraw files.  This is a model consisting of over 157,000 pieces. I have attached a few still images to give you the sense of how large this model is.  The model is of a town I grew up in and my dream and end goal was to produce a video flyover that looks like a realistic lego model so I can share it on social media.  The problem is that coming in at 157,000 parts, it is just too large for 3D programs to handle and render 3D video. I have tried outsourcing the project to a skilled 3D artist and after a week of trying he admitted defeat and said even though he has a top-end system, the 157,000 pieces was too much.  He said the only solution he can think of is to combine many of the individual legos into solid pieces to reduce the complexity of the file. I don’t know if that is even possible.  I am currently opening the files with LeoCad which allows me to render them as 3DS or DAE file (however, since the model is so large I have to separate it in 4 sections to render it then put the sections back together after it is rendered) <br />
<br />
If there is anyone out there that has advice, either combining legos or rendering enormous files into video via other routes I would be very grateful.  This project has been shelved for two years because this problem proven so difficult. I am willing to pay for professional services to make this happen.  If you would like me to upload the files just let me know.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=7503" target="_blank" title="">montgomery lego screen grab 2.jpg</a> (Size: 555.37 KB / Downloads: 4)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=7504" target="_blank" title="">montgomery lego screen grab.jpg</a> (Size: 435.24 KB / Downloads: 2)
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			<content:encoded><![CDATA[I have built a very large model which I currently have saved as Ldraw files.  This is a model consisting of over 157,000 pieces. I have attached a few still images to give you the sense of how large this model is.  The model is of a town I grew up in and my dream and end goal was to produce a video flyover that looks like a realistic lego model so I can share it on social media.  The problem is that coming in at 157,000 parts, it is just too large for 3D programs to handle and render 3D video. I have tried outsourcing the project to a skilled 3D artist and after a week of trying he admitted defeat and said even though he has a top-end system, the 157,000 pieces was too much.  He said the only solution he can think of is to combine many of the individual legos into solid pieces to reduce the complexity of the file. I don’t know if that is even possible.  I am currently opening the files with LeoCad which allows me to render them as 3DS or DAE file (however, since the model is so large I have to separate it in 4 sections to render it then put the sections back together after it is rendered) <br />
<br />
If there is anyone out there that has advice, either combining legos or rendering enormous files into video via other routes I would be very grateful.  This project has been shelved for two years because this problem proven so difficult. I am willing to pay for professional services to make this happen.  If you would like me to upload the files just let me know.<br /><!-- start: postbit_attachments_attachment -->
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			<title><![CDATA[looking for ldcad linkage animation help]]></title>
			<link>https://forums.ldraw.org/thread-25727.html</link>
			<pubDate>Mon, 13 Dec 2021 04:30:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=9785">liu</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-25727.html</guid>
			<description><![CDATA[tried several hours couldn't sove it<br />
<br />
<a href="https://youtu.be/QSMPZDEJ_H4" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/QSMPZDEJ_H4</a><br />
<br />
ldr file I'v upload to google drive  <a href="https://drive.google.com/drive/folders/1e6mKWJgjZBAjksf-odl2Rorq8Yz7NNnm?usp=sharing" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/drive/folders/1...sp=sharing</a><br />
<br />
Could somebody help me?]]></description>
			<content:encoded><![CDATA[tried several hours couldn't sove it<br />
<br />
<a href="https://youtu.be/QSMPZDEJ_H4" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/QSMPZDEJ_H4</a><br />
<br />
ldr file I'v upload to google drive  <a href="https://drive.google.com/drive/folders/1e6mKWJgjZBAjksf-odl2Rorq8Yz7NNnm?usp=sharing" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/drive/folders/1...sp=sharing</a><br />
<br />
Could somebody help me?]]></content:encoded>
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			<title><![CDATA[Seeking a ldcad animation script method]]></title>
			<link>https://forums.ldraw.org/thread-25300.html</link>
			<pubDate>Fri, 24 Sep 2021 02:12:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=8688">belle</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-25300.html</guid>
			<description><![CDATA[我想制作曲柄摇杆机构的动画，但一直没有合适的方法。我希望你能我。最好有脚本模板，帮助像附件。<br />
<br />
非常感谢您<br /><!-- start: postbit_attachments_attachment -->
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<img src="https://forums.ldraw.org/images/attachtypes/blank.png" title="LDraw file" border="0" alt=".ldr" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=6889" target="_blank" title="">demo.ldr</a> (Size: 1.03 KB / Downloads: 7)
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			<content:encoded><![CDATA[我想制作曲柄摇杆机构的动画，但一直没有合适的方法。我希望你能我。最好有脚本模板，帮助像附件。<br />
<br />
非常感谢您<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forums.ldraw.org/images/attachtypes/image.png" title="GIF Image" border="0" alt=".gif" />
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<img src="https://forums.ldraw.org/images/attachtypes/blank.png" title="LDraw file" border="0" alt=".ldr" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=6889" target="_blank" title="">demo.ldr</a> (Size: 1.03 KB / Downloads: 7)
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			<title><![CDATA[[SOLVED!] coordinate-handedness confusion]]></title>
			<link>https://forums.ldraw.org/thread-25010.html</link>
			<pubDate>Sat, 28 Aug 2021 12:31:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=8165">KristyB</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-25010.html</guid>
			<description><![CDATA[What coordinate system do lDraw parts ACTUALLY use? The documentation *says* "Right handed with -y up", but shows a picture of a left-handed -y up coordinate axis. <br />
<br />
Further - how would I go about translating the matrix to a left-handed +y-up format? I am trying to read ldr files inside of UE4, and the typical method of flopping the y/z coords and negating x/y/z is not working.]]></description>
			<content:encoded><![CDATA[What coordinate system do lDraw parts ACTUALLY use? The documentation *says* "Right handed with -y up", but shows a picture of a left-handed -y up coordinate axis. <br />
<br />
Further - how would I go about translating the matrix to a left-handed +y-up format? I am trying to read ldr files inside of UE4, and the typical method of flopping the y/z coords and negating x/y/z is not working.]]></content:encoded>
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			<title><![CDATA[hollow stud not replaced by LGEO's one]]></title>
			<link>https://forums.ldraw.org/thread-24520.html</link>
			<pubDate>Sun, 28 Mar 2021 12:13:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=2236">Bertrand Lequy</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-24520.html</guid>
			<description><![CDATA[Hi,<br />
<br />
I'm rendering a lot of part these days, and I only noticed recently that normal stud are replaced by LGEO's one but not hollowed stud. <br />
<br />
I checkd old (2016) rendering of mine and find some files where it was the case. I tried the same parts today and the stud weren't smooth.<br />
<br />
It wasn't on the same computer, so I something's different. Does anybody have an idea ?<br />
<br />
I generate my pov file using LDView.]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I'm rendering a lot of part these days, and I only noticed recently that normal stud are replaced by LGEO's one but not hollowed stud. <br />
<br />
I checkd old (2016) rendering of mine and find some files where it was the case. I tried the same parts today and the stud weren't smooth.<br />
<br />
It wasn't on the same computer, so I something's different. Does anybody have an idea ?<br />
<br />
I generate my pov file using LDView.]]></content:encoded>
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		<item>
			<title><![CDATA[Errors in LGEO?]]></title>
			<link>https://forums.ldraw.org/thread-24456.html</link>
			<pubDate>Thu, 25 Feb 2021 21:18:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.ldraw.org/member.php?action=profile&uid=1998">Sylvain Sauvage</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.ldraw.org/thread-24456.html</guid>
			<description><![CDATA[Hi all,<br />
<br />
there was <a href="https://forum.bricklink.com/viewtopic.php?f=4&amp;t=6231" target="_blank" rel="noopener" class="mycode_url">this post</a> on the Studio forum about rendering errors in POV-Ray.  I’ve a déjà vu feeling with these errors.<br />
<br />
Studio uses LDView’s code to export to POV-Ray and also uses LGEO for the exported 3D models.<br />
<br />
I checked for 608p03: Studio’s .inc is the same I have from LGEO (which I believe is up-to-date, it’s been a while I have used it but, if I’m not mistaken, the last updates are “only” Darat’s high-def ones).<br />
<br />
So I think it’s an error in LGEO… or it maybe something in the POV-Ray code/options but then I don’t see what it could be.<br />
<br />
Does that ring a bell to anyone?]]></description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
there was <a href="https://forum.bricklink.com/viewtopic.php?f=4&amp;t=6231" target="_blank" rel="noopener" class="mycode_url">this post</a> on the Studio forum about rendering errors in POV-Ray.  I’ve a déjà vu feeling with these errors.<br />
<br />
Studio uses LDView’s code to export to POV-Ray and also uses LGEO for the exported 3D models.<br />
<br />
I checked for 608p03: Studio’s .inc is the same I have from LGEO (which I believe is up-to-date, it’s been a while I have used it but, if I’m not mistaken, the last updates are “only” Darat’s high-def ones).<br />
<br />
So I think it’s an error in LGEO… or it maybe something in the POV-Ray code/options but then I don’t see what it could be.<br />
<br />
Does that ring a bell to anyone?]]></content:encoded>
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