BUSUFL is free JAVA application allowing LEGO Digital Designer's (LDD) native .lxf files to be photo-realistically rendered. Besides normal "single" rendering mode it also incorporates Multirender (where every .lxf in the bunch can set its own position and rotation in the GUI!) and AnimatedGIF modes (YES: it actually produce for you the final .gif file - no more headache from trying to figure out "what-to-do-with-all-those-rendered-sequence-of-images"!).
SPECIAL "THANK YOU!" GOES TO:
Christopher Kulla - orig. author of SunFlow engine Bart van Blokland - orig. author of LDD libraries Damien Roux - for some HQ bricks
BUSUFL is released under my unique BSFMCLv2 license (included inside the package)
Download JAVA - in order to use BUSUFL you need to have JAVA installed on your machine
2017-10-13 - v1.101
NEW: when moved positions of both Main and Render window are saved so they'll re-open at their respective last spot
UPDATE: some CMD & GUI info texts
UPDATE: some internal code optimization
CHANGE: default image resolution (now FullHD) and "samples" value (now 32 for perfect smoothing)
CHANGE: lowered intensity of color variation for black color
CHANGE: TAB name of "AnimatorGIF" to "Animator"
CHANGE: increased level of metallic shine in Pearl shader
CHANGE: some of metallic and pearl colors look
CHANGE: trans-dark blue color/material is a bit darker now
FIX: for a single or "main" model (if more than 1 are loaded in BUSUFL) its Y-axis won't be set to 0 anymore = rotation (look) exactly as in LDD
FIX: if brick had non-existent material it'd end up in error, now it'll be rendered as "shadowless" constant white
FIX: all FLEX bricks should now render as expected
FIX: multicolored brick 47899 should now render as expected
FIX: multicolored brick 30361 should now render as expected
FIX: multicolored brick 16709 should now render as expected
FIX: multicolored torso brick 16360 should now render as expected
FIX: all decorations containing some tiny lines sections were rendered wrongly, basically without those parts (looked like bleached or "sunken")
FIX: rendering error if all LDD models in a .bsfm file were set to "off"
FIX: rendering time did not start immediately after clicking RENDER button
FIX: previous rendering window was not closed immediately after clicking RENDER button
FIX: unnecessary and annoying warning window of "BCKT(NaN shading sample)" disrupting flow of rendering process as render'd continue anyway
FIX: clicking CAMERA reset fdist button did not update the value for actual render
FIX: text in progressbar didn't update right after clicking on render button
FIX: MixShader's phong and pearl values were ignored when in 2nd position
FIX: GUI temporarily freeze when BUSUFL starts rendering searching for bricks in the .lxf
2017-08-01 - v1.100
NEW: individual model automation (rotation & position) under LDDModels TAB
NEW: ColorPicker for every Color field in GUI
NEW: automatic BSFM file version updater (orphaned lines removed, missing set to defaults)
NEW: YouTube video tutorial button next to block attribute if such vid already exist
NEW: checkbox in SUN block to completely disable sun
NEW: animated loading icon in GUI during model opening process
UPDATE: camera, sun & surface values in AnimationGif TAB are automatically disabled/enabled in real time upon state of respective blocks under SceneRig TAB
UPDATE: some previously missing brick seams
CHANGE: input fields width (wider) and some info texts & their positions
CHANGE: background color for non-input "informational" TextFields
CHANGE: some texts in info TextFields
CHANGE: a tiny bit higher reflectiveness of legobrick material
CHANGE: some default values for BSFM file creator
FIX: negative sceneRotationY axis value (rotated in reversed direction)
FIX: some buttons' on/off state on mouse RollOver (was still as RollOut)
FIX: SceneRig TAB vertical scroller slider default position (now 0 = at the top)
FIX: not animating last frame properly if "X|Y|Z-axis % 360 > 0"
FIX: offset & color values becoming "null" on next reload if color value was changed
2017-07-03 - v1.001
NEW: auto-checking of correct LIF path
UPDATE: some previously missing LOS & brick seams
FIX: problem with static path to main LXF model (would not work if moved)
FIX: problem with long LXF names (would not work if too long)
2017-07-01 - v1.000
Download BUSUFL (higly compressed 7zip selfextracting .exe file) and extract it anywhere in your PC/MAC. Run the app by clicking on busufl.bat file. There should be 4 files, namely:
After its first run and with every new LDD model loaded for the first time into the BUSUFL it'll produce its native .bsfm file automatically for you so you don't have to worry about anything - just run BUSUFL and enjoy!
BEWARE: model's Y-axis rotation has been RESET to "0" by default (it will enable you doing your own positioning and rotating INDEPENDENTLY from LDD - very useful in multirenders or even single render where you do not need to repeatedly going to LDD and repositioning/re-rotating your model) so you have to update it yourself under LDD Models (TAB) > rotation - change ROTATION field value of "0 0 0" (X-axis Y-axis Z-axis) to something like "0 SOME-VALUE 0". - starting with v1.101 this is NOT TRUE ANYMORE
How to extract Windows .exe selfextracting archives on MAC
Download and use application called The Unarchiver from Apple iTunes website.
If render ends up with error java.lang.OutOfMemoryError (basically this occures with relatively big models having thousands of bricks): close and re-open BUSUFL, do not load anything and go to menu Options and set there new bigger value for the Set heap size, like 4GB and once again close and re-open BUSUFL...now it should be OK (BEWARE: you need to have corresponding amount of physical RAM in your machine to be able setting/using specific heap size!).
Tho very rare but sometimes BUSUFL renders blank image - this occures when the LDD camera angle is "too steep" (looking from top to bottom) and/or "too close to a model": just slightly re-do your LDD camera angle so it would not be that steep or too close to your model...and that should be it.
Q: I have noticed some speckle/noise in some metallic materials - is it normal?
It's normal and highly intentional: when you look at some types of real LEGO metallic bricks they're not all that pristine clear as mirror or shiny materials, some of them have actually kind of noise and slightly blured/stretched reflections and that's the reason why I implemented this in some metallic types to resemble that look as much as possible. It is also greatly affected by other things like the light settings used, how far and angle the camera actually is from your model, how big your model is etc.