Brickini LDraw Part
Overview
Brickini
Parameters
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PartPart number to load. Subparts and primitives are also supported. -
Material GroupThe grouping directly relates to the ldconfig.ldr file that ships with LDraw. LDraw Colour Definition Reference -
Material Solid, Transparent, Chrome, Pearl, Metallic, Milky, Glitter, Speckle, Rubber, Trans Rubber, OtherChoose color. LDraw Part exports an attribute material_type that can be used in shading networks to drive the look of your bricks with a single material.
Note
Only the dropdown chosen in Material Group will be visible in the Interface.
Warning
The Solaris/Karma example scene that comes with LDraw2Houdini currently only respects some of the material_type attributes, namely Solid, Transparent, Chrome and Rubber. All other types are ignored and look like default solid bricks.
Print HandlingDefaultLoads geometry as isSeparateLoads LDraw brick twice: without print to get clean topology and second time, only the print section. We apply a slight offset to avoid Z-fighting.TextureAutogenerates UVs and a texture that gets applied to the base brick that has the clean topology
Info
LDraw prints/stickers are traditionally not textures but modeled detail with varying vertex colors. This results in multiple issues for high end rendering. The topology is usually pretty bad (tris that can't be subdivided) and round shapes aren't actually round due to limited poly count. Choosing Texture mode autogenerates a texture of the modeled vertex color detail and reprojects it onto the basic clean brick. This allows to subdivide the brick, while still retaining the print. Furthermore the texture can now easily be manipulated in photoshop or even vectorized to create a high quality print that doesn't suffer from low resolution.
Note
Texture Print Handling automatically enables UVs. You might want to disable it again if you change your mind and stick with another Print Handling mode.
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Logo On StudsAdds the logo on top of each stud -
UVsAutogenerates UVs. This feature requires SideFX Labs
Note
UVs feature requires SideFX Labs
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GapShrinks brick so they don't align mathematically perfect when stacked and tiny gaps become visible. -
Gap WidthWidth of gap - amount brick is shrinked. -
High-resLoads high-res primitives from LDraw library if available -
Bevel And SubdivideBevels edges based on LDraw lines and adds subdivison.
Warning
LDraw topology is not the best and was mostly modeled during a time where minimal polycount was preferred over clean quads that can be subdivided. LDraw Part tries its best to clean up and use the LDraw edges as guidance for beveling. It works great for some bricks, but certainly not the entire library. If using bricks with prints/stickers Print Handling in Texture or Separate mode is highly recommended.
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Bevel DistanceWidth of beveled edge -
Bevel DivisionsDivisions of bevel -
SubdSubdivides geometry -
Subd DepthAmount of subdivisions
Note
Instead of using the built-in subdivison here it might be more efficient to enable subdivision at rendertime in your render engine. This way the tessellation can be dynamic based on camera distance. It should also speed up time to first pixel. Bevel And Subdivide (explicitly without Subd) should still be enabled in LDraw Part otherwise rendertime subdivisons will produce junk.
PackPacks the part. This is mostly useful for instancing workflows with hundreds of parts. The LDraw Model shelf tool makes use of this.
Tip
See Brickini Pantry to find out how to instance LDraw Part onto brickified geometry.
