Re: The CGI Thread

That's a computer killer.

https://i.imgur.com/4b9NnS3.pnghttps://i.imgur.com/GUIl0qk.pnghttps://i.imgur.com/ox64uld.pnghttps://i.imgur.com/v3iyhE5.png

Re: The CGI Thread

Piet wrote:

I did an ocean simulation in Blender using bricks:
https://www.youtube.com/watch?v=Zpeb3JQ7Lp0

Let me know, what do you think?

Looks pretty cool! In fact it's almost a little too perfect. Is there a way to snap the y-axis movement to the nearest plate thickness? You know, to make it look more like actual plate pieces are being stacked on top of each other one by one to raise and lower the height.

https://bricksafe.com/files/thistof/reception.png

Re: The CGI Thread

Woah, that was really trippy to watch. mini/dizzy

Good work though. mini/bigsmile

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Who even reads this?

Re: The CGI Thread

At 4:57 of this video, there's a teaser for a new 30+ Minute film I'm making. You can see that I did keying for the big white spaceship, but in the film there's going to be quite a few aerial shots. Would you guys think that I should build it in LDD and then animate it like that? I think that then I could avoid bad keying, (Because I suck at it) and I could do camera moves in the air and such. What do you guys think? Should I do that or deal with the hassle of filming that giant ship against a green screen and having bad keying problems?

https://www.youtube.com/watch?v=KSS10FAEkKI&t=12s

Re: The CGI Thread

Are you using just one or multiple key filters?  Because one key filter doesn't always key all the colors you want.  A secondary, tertiary, etc filter is needed to key out the rest.

https://i.imgur.com/4b9NnS3.pnghttps://i.imgur.com/GUIl0qk.pnghttps://i.imgur.com/ox64uld.pnghttps://i.imgur.com/v3iyhE5.png

Re: The CGI Thread

thistof wrote:

Looks pretty cool! In fact it's almost a little too perfect. Is there a way to snap the y-axis movement to the nearest plate thickness? You know, to make it look more like actual plate pieces are being stacked on top of each other one by one to raise and lower the height.

Your answer let me have a seconde look at my video and I have to agree. This could be solved. Increment in z position with one third of brick height is possible by applying a remesh modifier set to block. mini/smile

http://www.brickshelf.com/gallery/Peiler/Brickfilms/Singularity/banner_04.png

Re: The CGI Thread

Fooled around for a few hours and did this -> https://www.youtube.com/watch?v=PIq6VSk … e=youtu.be

Re: The CGI Thread

Mosh5256 wrote:

Fooled around for a few hours and did this -> https://www.youtube.com/watch?v=PIq6VSk … e=youtu.be

What part of it is CGI?

If all: wow, good job. I like the main character most.

Only the overall red tint seems a little bit strange to me. I know it should look like a dessert, but there might be other solutions.

http://www.brickshelf.com/gallery/Peiler/Brickfilms/Singularity/banner_04.png

Re: The CGI Thread

Piet wrote:
Mosh5256 wrote:

Fooled around for a few hours and did this -> https://www.youtube.com/watch?v=PIq6VSk … e=youtu.be

What part of it is CGI?

If all: wow, good job. I like the main character most.

Only the overall red tint seems a little bit strange to me. I know it should look like a dessert, but there might be other solutions.


It's all CG.

Re: The CGI Thread

Oh, it's really all CG? I first thought the trooper was greenscreened but now I see it. Good job it already looks very stop motion like. mini/wink

Re: The CGI Thread

I animated the trooper in Blender just like I would in stop-motion. Then I looped it, which wasn't the best idea. I shoulda gone back and added some variation in the movement.

It's so interesting that in CG you spend all your time trying to recreate the mistakes you try to prevent in stop-motion.

Re: The CGI Thread

Very good! Did you animate the storm trooper by setting the keyframe interpolation mode to Constant, and then for each frame move it just like irl, or did you use some other technique?

P.S. I really like those lens flares, good job!

Re: The CGI Thread

Raytistic wrote:

Very good! Did you animate the storm trooper by setting the keyframe interpolation mode to Constant, and then for each frame move it just like irl.

Yep!

Last edited by Mosh5256 (January 16, 2019 (08:52am))

Re: The CGI Thread

Mosh5256 wrote:
Raytistic wrote:

Very good! Did you animate the storm trooper by setting the keyframe interpolation mode to Constant, and then for each frame move it just like irl.

Yep!

The LEGO Movie effect.  The things we do to create realworld imperfections

https://i.imgur.com/4b9NnS3.pnghttps://i.imgur.com/GUIl0qk.pnghttps://i.imgur.com/ox64uld.pnghttps://i.imgur.com/v3iyhE5.png

Re: The CGI Thread

I didn't find a topic, so I ask here:

I've recently started learning Blender and I'm really enjoying it!
I want to use Blender for Lego projects too (mostly for rendering scenes), but as you may know, there are a bunch of applications out there to create Lego things. Which one do you prefer? Which one works better with other softwares - Blender in this case?
I've been working with official LDD for a couple of years and I know it well, but I dont really know about others and besides, I need help with importing these files to blender.

P.S.: While writing this, I tested Stud.io and it's really great; but I'm still searching.

Re: The CGI Thread

Here's how I see it:

You can build a model in Stud.io, LDD, MLCAD, etc. but none of them will export to a format that Blender will recognize, unless you find a Blender plugin that supports it.

After importing, you may have to tweak each brick since, depending on the source you import from, the LEGO mesh may be a low-poly res quality.  I know MLCAD was like that years ago.  Tweaking can be increasing the poly res of the studs, making edges more prominent, texturing, bumpmapping, etc.  Rioforce, if I recall correctly, had shared some realistic Cycles shaders.

Now if you use the same piece in other models you plan to import later on, you have to tweak that same mesh again.

What I've done is build an asset library in Blender of pieces I've used and build the models in Blender.  Blender has a Ldr/dat import plugin that allows me to import MLCAD dat files, which are LEGO pieces.  I do still build on MLCAD or Stud.io, the latter to check for collisions in my builds.  I use the model as reference when I build in Blender.

https://i.imgur.com/4b9NnS3.pnghttps://i.imgur.com/GUIl0qk.pnghttps://i.imgur.com/ox64uld.pnghttps://i.imgur.com/v3iyhE5.png

Re: The CGI Thread

Shahriar wrote:

I didn't find a topic, so I ask here:
O
I've recently started learning Blender and I'm really enjoying it!
I want to use Blender for Lego projects too (mostly for rendering scenes), but as you may know, there are a bunch of applications out there to create Lego things. Which one do you prefer? Which one works better with other softwares - Blender in this case?
I've been working with official LDD for a couple of years and I know it well, but I dont really know about others and besides, I need help with importing these files to blender.

P.S.: While writing this, I tested Stud.io and it's really great; but I'm still searching.

I use stud.io, export as collada, and then import that file into blender. Other programs are great, but I think stud.io is the best for productivity.

Re: The CGI Thread

Lechnology wrote:

Here's how I see it:

You can build a model in Stud.io, LDD, MLCAD, etc. but none of them will export to a format that Blender will recognize, unless you find a Blender plugin that supports it.

After importing, you may have to tweak each brick since, depending on the source you import from, the LEGO mesh may be a low-poly res quality.  I know MLCAD was like that years ago.  Tweaking can be increasing the poly res of the studs, making edges more prominent, texturing, bumpmapping, etc.  Rioforce, if I recall correctly, had shared some realistic Cycles shaders.

Now if you use the same piece in other models you plan to import later on, you have to tweak that same mesh again.

What I've done is build an asset library in Blender of pieces I've used and build the models in Blender.  Blender has a Ldr/dat import plugin that allows me to import MLCAD dat files, which are LEGO pieces.  I do still build on MLCAD or Stud.io, the latter to check for collisions in my builds.  I use the model as reference when I build in Blender.

You can use stud.io and export, use collada format.

Re: The CGI Thread

I've tried stud.io and it works really fine. The built-in renderer (photorealistic) is a very good tool and I think this will answer most of my needs; but for a more professional work, I'll give your solutions a try! Thanks a bunch.

Lechnology wrote:

Rioforce, if I recall correctly, had shared some realistic Cycles shaders.

Yes, you are correct. They can be found in his lair (blog).

Last edited by Shahriar (February 13, 2019 (12:48pm))

Re: The CGI Thread

here are some CGI Lego animations I've done recently, i'm busy animating a short film now in CGI Lego!
https://www.youtube.com/watch?v=AYJM--FW99g&t=2s
https://www.youtube.com/watch?v=EoME46VOr2U