High-res LEGO bricks testing

Post your tests, experiments and unfinished renderings here.
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Lights_and_Shadows
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Re: High-res LEGO bricks testing

Post by Lights_and_Shadows » Tue Mar 19, 2019 2:03 am

Results from test render, sorry about the slight fireflies.
mat_test_one.png
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Re: High-res LEGO bricks testing

Post by Lights_and_Shadows » Wed Mar 20, 2019 10:00 pm

Well crap. This was a nightmare to just preview lol. So many studs...
mat_test_two.png
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nigec
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Re: High-res LEGO bricks testing

Post by nigec » Thu Mar 21, 2019 8:59 am

nice work :)
I tried Lego bricks in Sketchup, you need to find a way to hide/remove studs that you can't see ;)

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FarbigeWelt
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Re: High-res LEGO bricks testing

Post by FarbigeWelt » Thu Mar 21, 2019 12:54 pm

Lights_and_Shadows wrote:
Tue Mar 19, 2019 2:03 am
Results from test render, sorry about the slight fireflies.

mat_test_one.png
This one looks great! Fantastic!
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Re: High-res LEGO bricks testing

Post by FarbigeWelt » Thu Mar 21, 2019 12:56 pm

Lights_and_Shadows wrote:
Wed Mar 20, 2019 10:00 pm
Well crap. This was a nightmare to just preview lol. So many studs...

mat_test_two.png
Here the nibbles look to much the same as you see in the spcularities.
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Re: High-res LEGO bricks testing

Post by FarbigeWelt » Thu Mar 21, 2019 1:00 pm

Do you know this one here:
Bricker for *ego, and *ine*raft
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Re: High-res LEGO bricks testing

Post by Lights_and_Shadows » Thu Mar 21, 2019 6:26 pm

FarbigeWelt wrote:
Thu Mar 21, 2019 1:00 pm
Do you know this one here:
Bricker for *ego, and *ine*raft
I have heard of that! Unfortunately I have no way to actually pay for it though :( it would be something I'd like to try.

And good point about the studs on the base piece -- what would be a good way to get uneven bumps on the model with just nodes? I got one to work in Cycles and it looks wonderful, but I can't translate it to LuxCore.
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Re: High-res LEGO bricks testing

Post by FarbigeWelt » Thu Mar 21, 2019 7:07 pm

Okay, I see. Well, sometimes reinventing the wheels is much more fun than cycling...

Let me think about that bump thing and a solutuion in blendluxcore. I should be able to send you an axample in a few hours. ( I am currently on the the move without access to my host )
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Re: High-res LEGO bricks testing

Post by Lights_and_Shadows » Thu Mar 21, 2019 9:36 pm

Sounds good to me :)

If it helps narrow it down, I was referencing this particular article / site for most of the imperfection work on the Cycles side:
http://stefanmuller.com/exploring-lego-material-part-2/
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Re: High-res LEGO bricks testing

Post by FarbigeWelt » Fri Mar 22, 2019 1:41 am

Lights_and_Shadows wrote:
Tue Mar 19, 2019 1:31 am

I have one (very slight) dilemma -- getting realistic uneven sections of the model. I'm hoping for a procedural approach, right now I have the Blender Distorted Noise node in place connected to a Bump node, but I can't really tell what it is doing. Maybe someone could point me in a better direction with it :) any help will be appreciated.
Simple Bricks.zip
Simple Bricks; procedural; low and high frequency
(3.31 MiB) Downloaded 36 times
Noise did not help much me in the past. I was not able to scale it what means noise kept very fine. Distorted noise actutally is a good try. Check it out on a white plane and use its value as input for colormix and that output use for the color or effect you like to change: opacity, bump, specularity, absorption. Look at my nodes in the example. There are two times almost the same threads. The difference is the scaling of the 3D mapping. You may call that frequency. Makes sense, doesn't it. High frequency (more repetetions, larger scale) and less coloring means dust, low frequency may be spots. You can change the procedural texture and play around. View port rendering is fast enough, maybe you have to increase its due time. Switch off OIDN. This AI is smart enough to bleach almost any dirt you intentionally added :-D If you are happy with the result of your experiments, think about to swithch on OIDN again.
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