Closed GoogleCodeExporter closed 9 years ago
Thank you for the report.
With regard to the model, I've noticed Paol has been working on it recently, so
there are constant changes happening (do you have the most recent version
r241?), although it's still not capped.
As far as ambient occlusion is concerned, this must be a problem with the alpha
map. Not sure how to fix it in cinema4d, but given the texture map we have in
minecraft, this is the way torches are done (same with flowers, lillypads, etc
- did you check those out?)
Yes! You can change the model to a propper mesh and if you are doing animations
for youtube, you are encouraged to do so. The built-in models are made to look
like the game, but you are free to modify anything you don't like.
For an example of how to use meshes, just take a look at the blocks.conf file
and the linked OBJ files in conf/models dir. To create an OBJ, you can model
your torch in cinema 4D and export it as an OBJ file (make sure the model is
centered and of proper size).
Note that you will need to adjust the model for different data values. These
values determine if the torch is on the ground or on one of the walls. Read
through the discussion in issue 36 for some hints on how to do this easily.
And write back here if you have any more questions.
Original comment by danijel....@gmail.com
on 12 Jun 2012 at 7:06
The lack of caps in the torch model was just me being stingy with the polygon
count and hoping nobody would notice :)
I'll change it.
The ambient occlusion problem is because C4D is only taking the geometry into
account, and not the texture. Blender AO suffers from the same problem. In
blender there is no solution for this, I don't know about C4D.
Like Danijel said, the model has to be done this way in order to use the game's
textures. There are other blocks that work the same way and they look equally
ugly under AO.
You have 2 options: change to a rendering method that does true global
illumination (AO is a fast hack to fake GI), or you can create custom models
for the blocks you don't like. For close-up renders nothing beats good detailed
models, but of course it's more work to do.
Original comment by p...@draic.org
on 15 Jun 2012 at 11:35
I have finaly found a way in Cinema 4d and im just quickly gonna describe the
solution for other youtubers which might have the same issue.
Rendersettings>Ambient Occlusion --> Turn "Evaluate Transparency" ON
I feel stupid for not finding this earlyer O.o
Adding a polygon on top would realy help, since this might take a while untill
its implemented I wanted to ask what size i have to sacale the 3D model. 1Block
= 1 Meter or 1 Block= 1cm?
Thanks for the awesome support :D
RagingBlock
Original comment by corkillj...@yahoo.de
on 15 Jun 2012 at 11:50
Not sure if you don't have to check the options for that. One block is
basically set as one unit in the OBJ file. The OBJ file doesn't define what the
unit actually is, but the program may have a way to define that.
I suggest you crate a 1x1x1 cube in different units export it and check if the
values in the exported OBJ are in the proper range.
Original comment by danijel....@gmail.com
on 15 Jun 2012 at 12:06
1 minecraft block = 1 meter = 1 unit in your 3D program.
Custom models should be centered at the origin, so one minecraft block would
extend from -0.5 to 0.5 in each direction.
Original comment by p...@draic.org
on 15 Jun 2012 at 12:58
This issue was closed by revision r242.
Original comment by p...@draic.org
on 15 Jun 2012 at 4:53
Original issue reported on code.google.com by
corkillj...@yahoo.de
on 12 Jun 2012 at 6:49Attachments: