Yafaray4tS v0.9.0
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bitkar
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Re: Yafaray4tS v0.9.0
wow, so you will be able to use modelside with modelside lightworks shaders in modelside editor and render it in yafaray??
Michal aka bitkar
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tS freak since tS2 (1998) and forever (tS7.61 modeler)
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clintonman
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Re: Yafaray4tS v0.9.0
No, I was just showing how the preview is similar to the modelside wrapped procedural texture with the seam showing.bitkar wrote: 01 Apr 2018, 20:06 wow, so you will be able to use modelside with modelside lightworks shaders in modelside editor and render it in yafaray??
I changed a few words in the post to make it more clear. Sorry for the confusion.
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clintonman
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Re: Yafaray4tS v0.9.0
More texture work.
Trickier than I thought. The textures have a color input that fills in the black portions and the white parts are filled in with the main shader color. Above green is the main color and purple is the texture color. Then the blend value is used between this texture and the main shader color, so a blend value of zero would be just green. On top of that blender has a bunch of blend modes, but I'm only going to do the default "Mix" mode. One more thing is that the texture color input has no effect if the texture is an actual image, but the blend value still has an effect.
Nothing really visible yet on renders. Currently writing new Z offset and Z scale values, the blend value and the texture color to the xml file used for rendering. Next is to write the procedural texture info. After that the diffuse texture map for the shiny diffuse material will be done and then will have to repeat for all the other texture maps and all the other materials.
Trickier than I thought. The textures have a color input that fills in the black portions and the white parts are filled in with the main shader color. Above green is the main color and purple is the texture color. Then the blend value is used between this texture and the main shader color, so a blend value of zero would be just green. On top of that blender has a bunch of blend modes, but I'm only going to do the default "Mix" mode. One more thing is that the texture color input has no effect if the texture is an actual image, but the blend value still has an effect.
Nothing really visible yet on renders. Currently writing new Z offset and Z scale values, the blend value and the texture color to the xml file used for rendering. Next is to write the procedural texture info. After that the diffuse texture map for the shiny diffuse material will be done and then will have to repeat for all the other texture maps and all the other materials.
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bitkar
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Re: Yafaray4tS v0.9.0
i think that procedural textures are not really needed. Who does really use them? Usually you need a good and easy workflow with usual textures.
Michal aka bitkar
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Draise
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Re: Yafaray4tS v0.9.0
I'm all for realtime procedural shaders.
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clintonman
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Re: Yafaray4tS v0.9.0
Coding for procedural textures is pretty much done. Set up fully the shiny diffuse material's diffuse textures and they render now. Also found and fixed a couple of bugs in the wood and marble texture generators. Now they match Blender appearance and Yafaray renders better.
Spent time cleaning up some of the material code as well. Yafaray4tS v0.8.0 material code is 1279 lines. The new code is 1213 lines (less code that does more) and that makes me happy.
I'll add some images for the next update or make a demo video.
Spent time cleaning up some of the material code as well. Yafaray4tS v0.8.0 material code is 1279 lines. The new code is 1213 lines (less code that does more) and that makes me happy.
I'll add some images for the next update or make a demo video.
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bitkar
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Re: Yafaray4tS v0.9.0
sign of a good coding - to make more with less :) quite rare these days. Very nice, youre pro! :) Cant wait to test the final version.
Michal aka bitkar
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clintonman
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Re: Yafaray4tS v0.9.0
One more update without pictures.
The material coding is done, so procedural textures can be added to other aspects at any time. Now only diffuse portion of the shiny diffuse material is done.
Fixed the draw parameters which changed with the new Yafaray 3 version so it creates a log of the render settings
Added the standard render buttons for scene, area render and animation. The area render button starts a rectangle select to choose the image area to render. The animation button sets the frame range from the time line then renders a sequence. Render object button doesn't do anything at this time.
The progressive image saving changed in Yafaray v3. The way to see the progress of a render is to have windows explorer open in preview mode.
New render tile mode of "centre" renders from the center outward.
Next thing is to find a way to do blend materials to combine whole materials with a mix value of texture. These blend materials won't preview in the tS window.
Next update will have pictures.
The material coding is done, so procedural textures can be added to other aspects at any time. Now only diffuse portion of the shiny diffuse material is done.
Fixed the draw parameters which changed with the new Yafaray 3 version so it creates a log of the render settings
Added the standard render buttons for scene, area render and animation. The area render button starts a rectangle select to choose the image area to render. The animation button sets the frame range from the time line then renders a sequence. Render object button doesn't do anything at this time.
The progressive image saving changed in Yafaray v3. The way to see the progress of a render is to have windows explorer open in preview mode.
New render tile mode of "centre" renders from the center outward.
Next thing is to find a way to do blend materials to combine whole materials with a mix value of texture. These blend materials won't preview in the tS window.
Next update will have pictures.
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clintonman
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Re: Yafaray4tS v0.9.0
Started working on a new blend material. The torus shows 2 color texture values being blended by using a third procedural wood texture. The spheres with the 1 and 2 show how the actual materials will exist in the scene. The matrix of spheres will grow automatically as new blend materials are added using the "Add Material" button on the "Blend Material Collection" node shown to the left of the torus. The blend material will read the color data from the 2 materials to produce a preview. The actual render will combine all aspects of the material, not just the color.
At the moment almost nothing is hooked together. They are all separate test pieces that work on their own. The next steps will be to tie them all together into a working whole.
At the moment almost nothing is hooked together. They are all separate test pieces that work on their own. The next steps will be to tie them all together into a working whole.
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Draise
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Re: Yafaray4tS v0.9.0
These are huge upgrades!!!!
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bitkar
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Re: Yafaray4tS v0.9.0
what the hell.... this looks like something from Startrek to me :D
Michal aka bitkar
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clintonman
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Re: Yafaray4tS v0.9.0
You're gonna have to tell me which one so I can look for itbitkar wrote: 17 Apr 2018, 18:04 what the hell.... this looks like something from Startrek to me![]()
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clintonman
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Re: Yafaray4tS v0.9.0
Glass material preview updated to match the renders better. Sphere labeled "4".
First image shows absorption color in the middle with the reflection/mirror color on the outer edges.
In the second image the absorption in the middle was changed to blue and the color map replaced the red mirror color.
Not shown is some of the procedural texture code and nodes are in place along with the color blending between the mirror color and the texture.
One more thing needed for the preview is that the filter color should replace the absorption color when "Use Absorption" is unchecked.
First image shows absorption color in the middle with the reflection/mirror color on the outer edges.
In the second image the absorption in the middle was changed to blue and the color map replaced the red mirror color.
Not shown is some of the procedural texture code and nodes are in place along with the color blending between the mirror color and the texture.
One more thing needed for the preview is that the filter color should replace the absorption color when "Use Absorption" is unchecked.
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bitkar
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Re: Yafaray4tS v0.9.0
Clintonman: all the node programing... looks like from a scifi movie :D
Michal aka bitkar
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clintonman
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Re: Yafaray4tS v0.9.0
Rough glass preview. Added a noise texture to represent the exponent value for the roughness in the preview.
next up will make adjustments to the 2 glossy material previews and then make the blend materials.
next up will make adjustments to the 2 glossy material previews and then make the blend materials.
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clintonman
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Re: Yafaray4tS v0.9.0
All base materials are done. They all have improved previews and procedural texture options for the main color. I discovered that the coated glossy material was missing the mirror attributes that give it the shiny reflection coating. The mirror won't change the realtime preview because of laziness, maybe later.
Next is to make the blend material.
Next is to make the blend material.
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clintonman
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Re: Yafaray4tS v0.9.0
Image shows a procedural wood bands made of purple and green stripes combined with an image using the wood rings procedural.
Blend material preview starting to come together. materials can also be blended with a single value instead of a texture. Still a few items to add and coordinate before the blend preview is done. Then comes adding the blend material to the render code. I'm starting to see a light at the end of the tunnel.
Blend material preview starting to come together. materials can also be blended with a single value instead of a texture. Still a few items to add and coordinate before the blend preview is done. Then comes adding the blend material to the render code. I'm starting to see a light at the end of the tunnel.
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clintonman
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Re: Yafaray4tS v0.9.0
Blend Material first render on the left.
Large shape has the blend material combining 50% of 2 materials in the blend material collection. The 2 materials were copied to 2 smaller objects to show in the render. The 3d viewport preview on the right does not show transparency for blend material, only simplified color information goes into the preview.
Another step closer to "done"
Large shape has the blend material combining 50% of 2 materials in the blend material collection. The 2 materials were copied to 2 smaller objects to show in the render. The 3d viewport preview on the right does not show transparency for blend material, only simplified color information goes into the preview.
Another step closer to "done"
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trueBlue
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Re: Yafaray4tS v0.9.0
Awesome! Looking forward to seeing all of your hard work!
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clintonman
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Re: Yafaray4tS v0.9.0
It looks like the yafaray renderer has a bug. Some colors can get messed up even when rendering from blender.
Images shows the problem as shift from red to orange color. The image on the bottom is from a hack to make it look better.
I was planning to add a blend material that is controlled by a texture, but it doesn't even work in blender, so that's cancelled.
Good news is that the blend material is done and exporting, colors have all been fixed to output the same as blenders exporter, the exporter won't crash if old yafaray materials are in a scene, plain and gradient background color previews match the renders more closely. Found that the scene needed another option to get "good" colors. LinearRGB is the default. When I switch to sRGB suddenly most of the color problems disappeared.
Next step is make it easier to use. There's a lot of awkwardness in the ui that came from all the changes. And I need to make the hack an actual option in the ui so it can be turned off. My guess at the moment is that a linear exported image may work better with the LinearRGB option and no hacked colors. Testing is needed...
Images shows the problem as shift from red to orange color. The image on the bottom is from a hack to make it look better.
I was planning to add a blend material that is controlled by a texture, but it doesn't even work in blender, so that's cancelled.
Good news is that the blend material is done and exporting, colors have all been fixed to output the same as blenders exporter, the exporter won't crash if old yafaray materials are in a scene, plain and gradient background color previews match the renders more closely. Found that the scene needed another option to get "good" colors. LinearRGB is the default. When I switch to sRGB suddenly most of the color problems disappeared.
Next step is make it easier to use. There's a lot of awkwardness in the ui that came from all the changes. And I need to make the hack an actual option in the ui so it can be turned off. My guess at the moment is that a linear exported image may work better with the LinearRGB option and no hacked colors. Testing is needed...
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clintonman
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Re: Yafaray4tS v0.9.0
Rendered as LinearRGB and gamma set to 1.0, loaded into Fusion and added a gamut color correction and it looks good, so do need the ability to turn off the color fix hack. As always more testing needed to see what really works.
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clintonman
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Re: Yafaray4tS v0.9.0
Good news, blending materials with a texture does work in blender, so this option is back on the table. I must have been doing something wrong when trying it out in blender.
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clintonman
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Re: Yafaray4tS v0.9.0
Blend 2 materials with a texture to control blending is working ,also started working on the awkwardness of the UI.
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clintonman
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Re: Yafaray4tS v0.9.0
I found a real solution to the color problem. In the render settings must set color space to "sRGB" and gamma in to "1" and textures need a gamma of 2.2 unless they are exr or hdr images.
Image also shows some of the cleanup. Several redundant items were removed from the Render Settings panel and only exist in the appropriate Lighting Method panel. There's a couple of settings at the bottom that may be removed. haven't figured it out yet.
Image also shows some of the cleanup. Several redundant items were removed from the Render Settings panel and only exist in the appropriate Lighting Method panel. There's a couple of settings at the bottom that may be removed. haven't figured it out yet.
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clintonman
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Re: Yafaray4tS v0.9.0
New internal display based on iOptDetectors from some of the original tS developers,
"Vladimir Sisolak
founder".
3D Preview on left, optdetector window on the right.
The window can be resized and the image will maintain it's aspect ratio. The old window could not be resized and the image was distorted if the render did not match it's aspect ratio.
The only bad news is that it will not display exr or tif files. It may be possible to make a translator.
The only tricky part in the installation is that the plugin is a dll file instead of an rsx file.
http://rs.siprogs.sk/p/iOptDetectorsPage
"Vladimir Sisolak
founder".
3D Preview on left, optdetector window on the right.
The window can be resized and the image will maintain it's aspect ratio. The old window could not be resized and the image was distorted if the render did not match it's aspect ratio.
The only bad news is that it will not display exr or tif files. It may be possible to make a translator.
The only tricky part in the installation is that the plugin is a dll file instead of an rsx file.
http://rs.siprogs.sk/p/iOptDetectorsPage
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trueBlue
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Re: Yafaray4tS v0.9.0
Are you using version 1.1?
New in version 1.1 - Added Object Tracer node, new demo scenes and help objects
- Fixed Night Filter
- Fixed plugin registration
- Fixed BmpTitle object
- Switched to trueSpace 7.61 SDK
The installer added the dll to the Package Manager.
New in version 1.1 - Added Object Tracer node, new demo scenes and help objects
- Fixed Night Filter
- Fixed plugin registration
- Fixed BmpTitle object
- Switched to trueSpace 7.61 SDK
The installer added the dll to the Package Manager.
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clintonman
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Re: Yafaray4tS v0.9.0
Yep, version 1.1
On a side note the docs seem to say that it may be possible scrub frames with the video player node. This won't do anything for the yafaray render, but it does have possibilities in other areas.
On a side note the docs seem to say that it may be possible scrub frames with the video player node. This won't do anything for the yafaray render, but it does have possibilities in other areas.
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trueBlue
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Re: Yafaray4tS v0.9.0
I think you would be better off creating your own 2D Frame Window with the BmpViewTransmitter.
Here I checked TabAsButton and changed the Height and Width to match the Render to Texture Camera Also you can change the Camera attribute to the Eye Camera
/D3DView/EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}
Refresh to 1
Here I checked TabAsButton and changed the Height and Width to match the Render to Texture Camera Also you can change the Camera attribute to the Eye Camera
/D3DView/EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}
Refresh to 1
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clintonman
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Re: Yafaray4tS v0.9.0
I meant to say it may be used to scrub a video file so it could be synced to the truespace timeline.
from the manual: "PlayFrom - Specify from which frame the video should be played(started). The frame is changed
immediately so if you are changing this connector continuously, you can manually play your video."
from the manual: "PlayFrom - Specify from which frame the video should be played(started). The frame is changed
immediately so if you are changing this connector continuously, you can manually play your video."
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trueBlue
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Re: Yafaray4tS v0.9.0
Not sure what you are thinking or how you are going to use it.clintonman wrote: 13 May 2018, 16:15 I meant to say it may be used to scrub a video file so it could be synced to the truespace timeline.
from the manual: "PlayFrom - Specify from which frame the video should be played(started). The frame is changed
immediately so if you are changing this connector continuously, you can manually play your video."
I just recorded an Avi from a Camera in 3D Space using the VideoRecorder.
Fun stuff!
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clintonman
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Re: Yafaray4tS v0.9.0
Video update - no audio, just a quick render test
Shows render via built in render button
New internal display using the OptiDetector plugin
File saves during partial render to update the display.
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trueBlue
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Re: Yafaray4tS v0.9.0
I notice that the Plugins.xml file still had references to the iOptDetectors.dll after uninstalling it. When I reinstalled it, there was a duplicated entry. This was by the Add and Remove program in Control Panel.
From the iICStage.pdf
Check .\trueSpace761\tS\Scripts\Plugins.xml file for the ICStage.dll registration. In some cases may happen you will find here more than just one instance of the ICStage.dll. This will cause death-lock of the script engine. To fix this problem leave here only one reference for the ICStage.dll. The proper registration should looks like this:
<RS_PLUGIN RS_GUID="{6150C203-9349-4EB2-AF58-13085ECF0045}">
<RS_DATA STATUS="LOADED" NAME="ICStage Package" VERSION="v.1638401" DESC="WEB server support" PATH="C:\trueSpace761\ICStage.dll"/>
</RS_PLUGIN>
The registration may vary only in the installation path.
Without using the installer, adding the OptDetectors.dll to the tS7 directory and Install/Load it from the Package Manager does work. There is a toolbar and several other MS dll (s) installed, but searching Win10 all of them already exist.
Code: Select all
</RS_PLUGIN>
<RS_PLUGIN RS_GUID="{40D0FB8D-15DA-4802-A52F-165FDDA788C6}">
<RS_DATA STATUS="LOADED" NAME="OptDetectors Package" VERSION="v.1638401" DESC="Optical detectors" PATH="C:\trueSpace761Std\OptDetectors.dll"/>
</RS_PLUGIN>From the iICStage.pdf
Check .\trueSpace761\tS\Scripts\Plugins.xml file for the ICStage.dll registration. In some cases may happen you will find here more than just one instance of the ICStage.dll. This will cause death-lock of the script engine. To fix this problem leave here only one reference for the ICStage.dll. The proper registration should looks like this:
<RS_PLUGIN RS_GUID="{6150C203-9349-4EB2-AF58-13085ECF0045}">
<RS_DATA STATUS="LOADED" NAME="ICStage Package" VERSION="v.1638401" DESC="WEB server support" PATH="C:\trueSpace761\ICStage.dll"/>
</RS_PLUGIN>
The registration may vary only in the installation path.
Without using the installer, adding the OptDetectors.dll to the tS7 directory and Install/Load it from the Package Manager does work. There is a toolbar and several other MS dll (s) installed, but searching Win10 all of them already exist.
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clintonman
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Re: Yafaray4tS v0.9.0
So are you recommending distributing the installed files and avoid using the installer for iOptDetectors?trueBlue wrote: 15 May 2018, 02:25 I notice that the Plugins.xml file still had references to the iOptDetectors.dll after uninstalling it. When I reinstalled it, there was a duplicated entry. This was by the Add and Remove program in Control Panel.
...
Without using the installer, adding the OptDetectors.dll to the tS7 directory and Install/Load it from the Package Manager does work. There is a toolbar and several other MS dll (s) installed, but searching Win10 all of them already exist.
Did you get the "death lock" mentioned in the iICStage manual?
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clintonman
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Re: Yafaray4tS v0.9.0
I did some tests and the installer will add a new line to the Plugins.xml file every time it is run. I did not experience any locking with 3 duplicate lines in the file.
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trueBlue
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Re: Yafaray4tS v0.9.0
NO not at all given the License Agreement!clintonman wrote: 15 May 2018, 05:09 So are you recommending distributing the installed files and avoid using the installer for iOptDetectors?
No not yet but I have not tested it.clintonman wrote: 15 May 2018, 05:09 Did you get the "death lock" mentioned in the iICStage manual?
Just sharing in case you did not know.
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clintonman
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Re: Yafaray4tS v0.9.0
yeah, phrases like "death lock" is a bit worrisome. I'll definitely keep an eye out. Thanks for the heads up.
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trueBlue
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Re: Yafaray4tS v0.9.0
As mentioned earlier here is a copy of My OptDetectors library that includes a scene and frame window.
Example using the Scene camera and Eye camera and changing the window's heigth/width.
Also note using the Antialiasing levels. Also possible to use PostProcessing's Smooth Sampling.
Still a WIP.
Example using the Scene camera and Eye camera and changing the window's heigth/width.
Also note using the Antialiasing levels. Also possible to use PostProcessing's Smooth Sampling.
Still a WIP.
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clintonman
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Re: Yafaray4tS v0.9.0
How did you find the command to size the window?
looks like a typo in the script "... "LockWifth", -1, "LockHeight", -1)" should be "LockWidth"
looks like a typo in the script "... "LockWifth", -1, "LockHeight", -1)" should be "LockWidth"
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clintonman
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Re: Yafaray4tS v0.9.0
Changed so it will use trueSpace (non-Yafaray) lights in the render and adjusted some values for both trueSpace and Yafaray lights to match the render more closely.
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trueBlue
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Re: Yafaray4tS v0.9.0
In the Command History when using the Window settings. When you change it to LockWidth, it does not work. LOLclintonman wrote: 16 May 2018, 04:37 How did you find the command to size the window?
looks like a typo in the script "... "LockWifth", -1, "LockHeight", -1)" should be "LockWidth"
It uses the Inside Dimensions to size the window.
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clintonman
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Re: Yafaray4tS v0.9.0
Is there a trick to it? All I get is blank lines when I make changes with the windows settings.
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trueBlue
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Re: Yafaray4tS v0.9.0
Yes, I took the code from the Window Settings panel button and changed the path as shown below.
With the Window Settings panel open from the YafaRaytSv9 window frame, run this script:
Command History
This could be that I have iOptDetector installed without the libraries. After Reseting the Default Context this runs everytime.
With the Window Settings panel open from the YafaRaytSv9 window frame, run this script:
Code: Select all
FrameWindow = Node.Value('/Project/Windows Manager Space/Window Settings', 'FrameWindow');
Width = Node.Value('/Project/Windows Manager Space/Window Settings', 'Width');
Height = Node.Value('/Project/Windows Manager Space/Window Settings', 'Height');
WorkAreaSize = Node.Value('/Project/Windows Manager Space/Window Settings', 'InsideSize');
WindowsManager.MoveWindow(FrameWindow, -1, -1, Width, Height, WorkAreaSize, -1, -1);Code: Select all
ScriptObject.RunCmd("windows manager package/movewindow", "FrameNode", "/Project/Windows Manager Space/Yafaray4tS_FrameWindow", "Left", -1, "Top", -1, "Width", 320, "Height", 240, "WorkAreaSize", 1, "LockWifth", -1, "LockHeight", -1)This could be that I have iOptDetector installed without the libraries. After Reseting the Default Context this runs everytime.
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clintonman
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Re: Yafaray4tS v0.9.0
Did some cleanup of the material ui and set all texture gamma values to 2.2 having the values set properly is a new requirement of the renderer.
next steps are to add the optidetector render view, it's in testing mode now. and then to start adding some of the new options like smart IBL blur, denoise and a few others.
Edit: forgot, also made default tS lights export to the renderer
next steps are to add the optidetector render view, it's in testing mode now. and then to start adding some of the new options like smart IBL blur, denoise and a few others.
Edit: forgot, also made default tS lights export to the renderer
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trueBlue
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Re: Yafaray4tS v0.9.0
I figured out how to call the BMPViewTransmitter.
Code: Select all
Width = Node.Value(Space.CurrentScene() + "/YafaRay4tS Camera", "Width")
Height = Node.Value(Space.CurrentScene() + "/YafaRay4tS Camera", "Height")
OptDetectors.OpenBitmapView(Space.CurrentScene() + "/BmpViewTransmitter");
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 1/BitmapView"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 1", -1, -1, Width, Height, -1, -1, -1)
Node.Value("/Project/Windows Manager Space/Frame Window, 1", "TabsAsButtons") = -1
Node.Value("/Project/Windows Manager Space/Frame Window, 1", "Title") = Node.ShortName(Space.CurrentScene())
Node.Copy(Space.CurrentScene() + "/YafaRay4tS_ToolbarFrame", "/Project/Windows Manager Space/Frame Window, 1")
WindowsManager.Activate()
WindowsManager.UpdateWindowsStructure()
Widgets.Move("/D3DView/EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}",-0.000,-0.000,0.001);
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 2/BitmapView"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 2", -1, -1, Width, Height, -1, -1, -1)
Node.Value("/Project/Windows Manager Space/Frame Window, 2", "TabsAsButtons") = -1
Node.Value("/Project/Windows Manager Space/Frame Window, 2", "Title") = Node.ShortName(Space.CurrentScene())
Node.Copy(Space.CurrentScene() + "/YafaRay4tS_ToolbarFrame", "/Project/Windows Manager Space/Frame Window, 2")
WindowsManager.Activate()
WindowsManager.UpdateWindowsStructure()
Widgets.Move("/D3DView/EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}",-0.000,-0.000,0.001);
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 3/BitmapView"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 3", -1, -1, Width, Height, -1, -1, -1)
Node.Value("/Project/Windows Manager Space/Frame Window, 3", "TabsAsButtons") = -1
Node.Value("/Project/Windows Manager Space/Frame Window, 3", "Title") = Node.ShortName(Space.CurrentScene())
Node.Copy(Space.CurrentScene() + "/YafaRay4tS_ToolbarFrame", "/Project/Windows Manager Space/Frame Window, 3")
WindowsManager.Activate()
WindowsManager.UpdateWindowsStructure()
Widgets.Move("/D3DView/EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}",-0.000,-0.000,0.001);
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 4/BitmapView"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 4", -1, -1, Width, Height, -1, -1, -1)
Node.Value("/Project/Windows Manager Space/Frame Window, 4", "TabsAsButtons") = -1
Node.Value("/Project/Windows Manager Space/Frame Window, 4", "Title") = Node.ShortName(Space.CurrentScene())
Node.Copy(Space.CurrentScene() + "/YafaRay4tS_ToolbarFrame", "/Project/Windows Manager Space/Frame Window, 4")
WindowsManager.Activate()
WindowsManager.UpdateWindowsStructure()
Widgets.Move("/D3DView/EyeCamera_{2C152F81-45A2-4035-8896-9E49D60C8A7A}",-0.000,-0.000,0.001);
}-
clintonman
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trueBlue
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Re: Yafaray4tS v0.9.0
It is the same BitmapCamera found in the iOptiDectectors library with modifications and renamed to YafaRay4tS Camera.
The modifications are with the D3D Texture render target's Camera attribute.
I disconnected it from the Camera's Object Name attribute.
The buttons on the panel changes the path to the D3D Texture render target's Camera attribute to the Eye Camera and or to the Camera from within.
Here is the scene with the included toolbar that hides the none working Tab.
If you notice lag in the default BMPViewTransmitter it is because the Refresh is set to 300
I set it to 1
Are you using the BMPViewTransmitter without a Camera?
The modifications are with the D3D Texture render target's Camera attribute.
I disconnected it from the Camera's Object Name attribute.
The buttons on the panel changes the path to the D3D Texture render target's Camera attribute to the Eye Camera and or to the Camera from within.
Here is the scene with the included toolbar that hides the none working Tab.
If you notice lag in the default BMPViewTransmitter it is because the Refresh is set to 300
I set it to 1
Are you using the BMPViewTransmitter without a Camera?
- Attachments
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- Yafaray4tS.RsScn
- (406.34 KiB) Downloaded 235 times
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clintonman
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Re: Yafaray4tS v0.9.0
Yes, only using it to display the yafaray rendered result.trueBlue wrote: 18 May 2018, 15:28 ...
Are you using the BMPViewTransmitter without a Camera?
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trueBlue
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Re: Yafaray4tS v0.9.0
Oh, I did not know you could do that.
I got the Caption to work on the Tab, but it is not pretty.
First script
Second script 'Linked'
Third script 'Linked'
They have to run separately in order to work properly.
If you combine them into one script, it has to run twice.
I got the Caption to work on the Tab, but it is not pretty.
First script
Code: Select all
OptDetectors.OpenBitmapView(Space.CurrentScene() + "/BmpViewTransmitter");
Node.Value("/Project/Windows Manager Space/Frame Window, 1", "DispTitleText") = 0
Node.Value("/Project/Windows Manager Space/Frame Window, 1", "SmallerTabs") = -1
Node.Value(Space.CurrentScene() + "/BmpViewTransmitter", "Caption") = Node.ShortName(Space.CurrentScene())Code: Select all
WindowsManager.SetWindowAspect('/Project/Windows Manager Space/Frame Window, 1', 1)Third script 'Linked'
Code: Select all
WindowsManager.SetWindowAspect('/Project/Windows Manager Space/Frame Window, 1', 2)If you combine them into one script, it has to run twice.
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clintonman
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Re: Yafaray4tS v0.9.0
Added new option to turn off caustic photons and diffuse photons for each light source.
Added new background cast shadows option and background sun shadow option.
Added smart blur value for image based lighting
Added new background cast shadows option and background sun shadow option.
Added smart blur value for image based lighting
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clintonman
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Re: Yafaray4tS v0.9.0
Added photon map saving and loading
Additional rays on materials
Denoise
Russian roulette for path tracing
Todo list:
integrate the iOpti for render display
move camera settings to the camera and maybe add a dof indicator
fix procedural texture orientation for glossy materials
check background preview
test and release
Additional rays on materials
Denoise
Russian roulette for path tracing
Todo list:
integrate the iOpti for render display
move camera settings to the camera and maybe add a dof indicator
fix procedural texture orientation for glossy materials
check background preview
test and release
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clintonman
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Re: Yafaray4tS v0.9.0
Camera settings are on a new Yafaray camera which includes a button for setting the depth of field distance by choosing a scene item. Removed the zoom input which was not being used.
Integrated the iOptiDevice rendering window.
fixed procedural texture orientation for the glossy materials
Testing and bug squashing time.
Integrated the iOptiDevice rendering window.
fixed procedural texture orientation for the glossy materials
Testing and bug squashing time.
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bitkar
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Re: Yafaray4tS v0.9.0
wow, this is gonna be BIG!
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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clintonman
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Re: Yafaray4tS v0.9.0
Found a problem with batch animation and fixed it. Added a "set frame range" button to set the animation range from the time line. Cleaned up the code.
Plan:
1. make virgin truespace install and add the newest unofficial updates to it
2. batch install my plugins and scripts
3. install yafaray v08 and overwrite with the new v09 files(renderer, materials, lights and camera)
4. test renders and bug fixes
Plan:
1. make virgin truespace install and add the newest unofficial updates to it
2. batch install my plugins and scripts
3. install yafaray v08 and overwrite with the new v09 files(renderer, materials, lights and camera)
4. test renders and bug fixes
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trueBlue
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Re: Yafaray4tS v0.9.0
Wow...HUGE update!
Can you share the Virgin?
Can you share the Virgin?
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trueBlue
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Re: Yafaray4tS v0.9.0
Not sure if you are aware of this and or if it is of concern.
If you have Vray installed and loaded, and you right click any of the Offline Render icons, this is what is shown.
The Vray panel and PhotoRender panel is from an invisible Vray node and PhotoRender node that resides within the present scene.
HTH
If you have Vray installed and loaded, and you right click any of the Offline Render icons, this is what is shown.
The Vray panel and PhotoRender panel is from an invisible Vray node and PhotoRender node that resides within the present scene.
HTH
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clintonman
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Re: Yafaray4tS v0.9.0
I don't know, sharing a virgin seems to kind of defeat the purpose of having a virgin...trueBlue wrote: 22 May 2018, 12:28 Wow...HUGE update!
Can you share the Virgin?![]()
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clintonman
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Re: Yafaray4tS v0.9.0
I don't think there will be a conflict and I think I may be able to tell for sure soontrueBlue wrote: 22 May 2018, 15:57 Not sure if you are aware of this and or if it is of concern.
If you have Vray installed and loaded, and you right click any of the Offline Render icons, this is what is shown.
The Vray panel is from an invisible Vray node that resides within the present scene.
HTH
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clintonman
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Re: Yafaray4tS v0.9.0
YafaRay and VRay coexisting and sharing the same render buttons.
Rendered with plain non-yafaray truespace materials and lights.
Fixed bug where would not render to a file path that had spaces.
Fixed new bug to use plain tS lights. Bug was caused from rearranging the code.
Testing on trueSpace7.61 std unofficial update v4.
Rendered with plain non-yafaray truespace materials and lights.
Fixed bug where would not render to a file path that had spaces.
Fixed new bug to use plain tS lights. Bug was caused from rearranging the code.
Testing on trueSpace7.61 std unofficial update v4.
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trueBlue
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seppgirty
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Re: Yafaray4tS v0.9.0
I don't know, sharing a virgin seems to kind of defeat the purpose of having a virgin...
truespace 3.2, 5.2, 6.6, ani-pack, flash plugin,........ you can check out my films athttp://www.chaosbrosfilms.com
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clintonman
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Re: Yafaray4tS v0.9.0
Rendered image and internal render window and tS preview along with the fully populated material for the leaf.
Testing and bug fixes. The scene was copied from Blender. Test showed that the preview transparency map values were the opposite of what is needed. Fixed by adding a Image Invert node from the compositing nodes.
Fixed diffuse map not fully clearing on the Shiny Diffuse material.
Found that the Pathtracing and Photon mapping "Use background" is not used anymore, adjusted to use the "Use IBL" option in the background panel instead.
I may replace the infinite light of the sunlight with a directional light so the preview will have shadows.
Testing and bug fixes. The scene was copied from Blender. Test showed that the preview transparency map values were the opposite of what is needed. Fixed by adding a Image Invert node from the compositing nodes.
Fixed diffuse map not fully clearing on the Shiny Diffuse material.
Found that the Pathtracing and Photon mapping "Use background" is not used anymore, adjusted to use the "Use IBL" option in the background panel instead.
I may replace the infinite light of the sunlight with a directional light so the preview will have shadows.
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trueBlue
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Re: Yafaray4tS v0.9.0
Looking good!
You sure are finding a lot of things that did not work previously.
Well done!
Are you still using iOptic?
Suggestion:
Keeping with the theme with the new update and or give the user a visual clue, change the color of your Yafaray4tS camera.
You sure are finding a lot of things that did not work previously.
Well done!
Are you still using iOptic?
Suggestion:
Keeping with the theme with the new update and or give the user a visual clue, change the color of your Yafaray4tS camera.
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clintonman
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Re: Yafaray4tS v0.9.0
That's a good idea, maybe for the lights too. What colors are you already using? or do you have a color suggestion for me?
I'll be switching back to iopti soon.
I'll be switching back to iopti soon.
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trueBlue
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Re: Yafaray4tS v0.9.0
The lights use the given color of the lights.
So if a users selects a Red color for the light, the Light's Shape turns Red.
Only thing you could do is change the Shape.
So if a users selects a Red color for the light, the Light's Shape turns Red.
Only thing you could do is change the Shape.
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clintonman
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Re: Yafaray4tS v0.9.0
Did a bunch of renders and didn't find any new bugs. Only thing is the Glossy material doesn't have Glossy Strength or Diffuse Strength map inputs.
glossy reflection test emit material test specular mapping tests translucency transparency
I looked at noise based volumetrics but the results don't look good or useful. Also looked at displacement map. In that case you have to feed it a high density mesh which doesn't seem like a good thing.
Time for final cleanup.
glossy reflection test emit material test specular mapping tests translucency transparency
I looked at noise based volumetrics but the results don't look good or useful. Also looked at displacement map. In that case you have to feed it a high density mesh which doesn't seem like a good thing.
Time for final cleanup.
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bitkar
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Re: Yafaray4tS v0.9.0
god, i love the light emitting materials!
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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clintonman
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Re: Yafaray4tS v0.9.0
One more round of changes. The original plan was to have the procedural textures only for the diffuse channel. Now everyone gets procedural texture maps. On top of that there were some mappings that were missing. All the settings have been moved into a separate node/panel and simplified/standardized so it will be straight forward to do all the other materials.
Images show the Specular Exponent value of the Glossy material mapped to an image. The other new map input for this material is the Glossy Reflect Map.
Images show the Specular Exponent value of the Glossy material mapped to an image. The other new map input for this material is the Glossy Reflect Map.
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clintonman
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Re: Yafaray4tS v0.9.0
Cleaned the material ui (sortof) for shiny difuse, glass, rough glass, glossy and coated glossy materials and set defaults to mostly match Blender defaults. Ready to start another set of render tests. The bump map portion remains unchanged. The blend material has no changes. These 2 will need to be tested to see if they need to be altered to work with the new mapping system.
On a side note the Yafaray website is down. The internet archive capture from May 30 shows the last page as "Sorry!
We are making changes to YafaRay.org. Sorry for the inconveniences...."
On a side note the Yafaray website is down. The internet archive capture from May 30 shows the last page as "Sorry!
We are making changes to YafaRay.org. Sorry for the inconveniences...."
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clintonman
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Re: Yafaray4tS v0.9.0
The bump map and the Blend material got broke by the changes. Bump maps for all the materials are fixed. The Blend material will export/render properly, but it's d3d preview is still broken.
I went to the Yafaray facebook page and this was posted, "Hi We are looking for a system administrator with a good grasp of the GDPR legislation to take care of the YafaRay site."
Sounds like they may be down for a while.
Not as bad as it sounds though, their stuff is up on Github and the yafaray.org is available on the internet archive site.
I went to the Yafaray facebook page and this was posted, "Hi We are looking for a system administrator with a good grasp of the GDPR legislation to take care of the YafaRay site."
Sounds like they may be down for a while.
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bitkar
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Re: Yafaray4tS v0.9.0
lol... goddamn EU bureaucracy... I think they are overacting a bit maybe. What kind of personal data they had???
But everyone fears it, not only them.
Thats how we live in EU. God bless other non-EU countries. Maybe once i will move to USA. EU is worse and worse.
But everyone fears it, not only them.
Thats how we live in EU. God bless other non-EU countries. Maybe once i will move to USA. EU is worse and worse.
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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trueBlue
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Re: Yafaray4tS v0.9.0
With regards to Yafaray4tS to with stand a Reset to Default Context, I was wanting to add the following lines to the reset,js file to the Update 4:
Is that the correct spelling ( Yafaray4tS ) and with your installation will you be adding the Yafaray4tS.rsobj to the preobjects folder?
Code: Select all
if(Node.Exists(rosDir + '\\scripts\\preObjects\\Yafaray4tS.rsobj')) {
RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Yafaray4tS.rsobj', '/');
}Is that the correct spelling ( Yafaray4tS ) and with your installation will you be adding the Yafaray4tS.rsobj to the preobjects folder?
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clintonman
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Re: Yafaray4tS v0.9.0
YafaRay4tS is the correct spelling. I would hold off adding it for now. The YafaRay4tS node exists inside a Yafaray Folder along with a GenerateIESprofileScript node. I might move that second script into the IES light or into the YafaRay4tS node.
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clintonman
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Re: Yafaray4tS v0.9.0
OK, after 100 million bugs it's back to working again.
All the previous renders work and added this new one showing glossy reflection texture map which wasn't possible before.
All the previous renders work and added this new one showing glossy reflection texture map which wasn't possible before.
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trueBlue
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clintonman
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Re: Yafaray4tS v0.9.0
The Yafaray4tS will continue to live inside the Yafaray Folder node and I'll have the installer place it in the preobjects folder. So the code will be:trueBlue wrote: 06 Jun 2018, 17:13 With regards to Yafaray4tS to with stand a Reset to Default Context, I was wanting to add the following lines to the reset,js file to the Update 4:
Code: Select all
if(Node.Exists(rosDir + '\\scripts\\preObjects\\Yafaray4tS.rsobj')) { RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Yafaray4tS.rsobj', '/'); }
Is that the correct spelling ( Yafaray4tS ) and with your installation will you be adding the Yafaray4tS.rsobj to the preobjects folder?
Code: Select all
if(Node.Exists(rosDir + '\\scripts\\preObjects\\Yafaray Folder.rsobj')) {
RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Yafaray Folder.rsobj', '/');
}-
clintonman
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Re: Yafaray4tS v0.9.0
First Beta ready for early adopters. See the zip file below.
Requires Clintons3dplugin which is included in the new unofficial updates or direct link.
viewtopic.php?t=5411
http://clintons3d.com/plugins/downloads ... Plugin.rsx
Latest Yafaray v3.3.0 can be found here: https://github.com/YafaRay/Blender-Exporter/releases
and here: https://github.com/YafaRay/Core/releases
One is made to work with Blender and the other is standalone, either one will work.
zip archive includes a script installer to integrate with the built in render buttons, "Yafaray Render Buttons Autoload.RsObj". This requires the persistent install on truespace - http://clintons3d.com/plugins/truespace ... stent.html
The help file is very much out of date. More support for texture maps comes with more awkward workflow.
Updated instructions/information coming in the near future...
Change notes:
lights for the background lighting previews.
light preview values
added a render shadow option to each light
procedural textures - clouds, marble,voronoi and wood
added blend values for texture maps
Fixed the draw parameters which changed with the new Yafaray 3 version
Added the standard render buttons for scene, area render and animation
render area needs right click to exit the area selection mode
progressive image saving updated for Yafaray v3
new blend material
updated material previews
Several redundant items were removed from the Render Settings panel
New option for the internal display based on iOptDetectors
http://rs.siprogs.sk/p/iOptDetectorsPage
will use trueSpace (non-Yafaray) lights in the render
Added new option to turn off caustic photons and diffuse photons for each light source.
Added new background cast shadows option and background sun shadow option.
Added smart blur value for image based lighting
Added photon map saving and loading
Additional rays on materials
Russian roulette for path tracing
Camera settings are on a new Yafaray camera which includes a button for setting the depth of field distance by choosing a scene item. Removed the zoom input which was not being used. Camera is found in the YafaRay4tS Setup library.
Added a "set frame range" button to set the animation range from the time line.
Found that the Pathtracing and Photon mapping "Use background" is not used anymore, adjusted to use the "Use IBL" option in the background panel instead.
includes script installer to integrate the built in render buttons, "Yafaray Render Buttons Autoload.RsObj"
added denoise option - note works poorly with the partial save timer, denoises with each file save=slow
photon mapping save and reuse
requires plugin
http://clintons3d.com/plugins/downloads ... Plugin.rsx
plugin is included in the new unofficial updates
viewtopic.php?t=5411
Requires Clintons3dplugin which is included in the new unofficial updates or direct link.
viewtopic.php?t=5411
http://clintons3d.com/plugins/downloads ... Plugin.rsx
Latest Yafaray v3.3.0 can be found here: https://github.com/YafaRay/Blender-Exporter/releases
and here: https://github.com/YafaRay/Core/releases
One is made to work with Blender and the other is standalone, either one will work.
zip archive includes a script installer to integrate with the built in render buttons, "Yafaray Render Buttons Autoload.RsObj". This requires the persistent install on truespace - http://clintons3d.com/plugins/truespace ... stent.html
The help file is very much out of date. More support for texture maps comes with more awkward workflow.
Updated instructions/information coming in the near future...
Change notes:
lights for the background lighting previews.
light preview values
added a render shadow option to each light
procedural textures - clouds, marble,voronoi and wood
added blend values for texture maps
Fixed the draw parameters which changed with the new Yafaray 3 version
Added the standard render buttons for scene, area render and animation
render area needs right click to exit the area selection mode
progressive image saving updated for Yafaray v3
new blend material
updated material previews
Several redundant items were removed from the Render Settings panel
New option for the internal display based on iOptDetectors
http://rs.siprogs.sk/p/iOptDetectorsPage
will use trueSpace (non-Yafaray) lights in the render
Added new option to turn off caustic photons and diffuse photons for each light source.
Added new background cast shadows option and background sun shadow option.
Added smart blur value for image based lighting
Added photon map saving and loading
Additional rays on materials
Russian roulette for path tracing
Camera settings are on a new Yafaray camera which includes a button for setting the depth of field distance by choosing a scene item. Removed the zoom input which was not being used. Camera is found in the YafaRay4tS Setup library.
Added a "set frame range" button to set the animation range from the time line.
Found that the Pathtracing and Photon mapping "Use background" is not used anymore, adjusted to use the "Use IBL" option in the background panel instead.
includes script installer to integrate the built in render buttons, "Yafaray Render Buttons Autoload.RsObj"
added denoise option - note works poorly with the partial save timer, denoises with each file save=slow
photon mapping save and reuse
requires plugin
http://clintons3d.com/plugins/downloads ... Plugin.rsx
plugin is included in the new unofficial updates
viewtopic.php?t=5411
- Attachments
-
- YafaRay4tSv090-beta.zip
- (1.93 MiB) Downloaded 220 times
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bitkar
- Captain
- Posts: 2089
- Joined: 16 Mar 2010, 07:14
- Type the number ten into the box: 0
- Location: Czech Republic
Re: Yafaray4tS v0.9.0
i have had no time recently, so iam not sure if i will test it out. But if someone does, can you make a video of how the workflow looks like now? Setting up materials, lights, render... or even the installation process.
Definatly BIG thanks to Clinton
Definatly BIG thanks to Clinton
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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trueBlue
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Re: Yafaray4tS v0.9.0
For whatever reason the above code does not work.clintonman wrote: 08 Jun 2018, 00:24YafarayNodeLocation.jpgtrueBlue wrote: 06 Jun 2018, 17:13 With regards to Yafaray4tS to with stand a Reset to Default Context, I was wanting to add the following lines to the reset,js file to the Update 4:
Code: Select all
if(Node.Exists(rosDir + '\\scripts\\preObjects\\Yafaray4tS.rsobj')) { RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Yafaray4tS.rsobj', '/'); }
Is that the correct spelling ( Yafaray4tS ) and with your installation will you be adding the Yafaray4tS.rsobj to the preobjects folder?
The Yafaray4tS will continue to live inside the Yafaray Folder node and I'll have the installer place it in the preobjects folder. So the code will be:
Code: Select all
if(Node.Exists(rosDir + '\\scripts\\preObjects\\Yafaray Folder.rsobj')) { RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Yafaray Folder.rsobj', '/'); }
The only way I could get it to work is as follows:
Code: Select all
Node.Create("Kernel Package/Object","/");
Node.Rename("/Object","Yafaray Folder")
RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\YafaRay4tS.rsobj', '/Yafaray Folder/');
RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\GenerateIESprofileScript.rsobj', '/Yafaray Folder/');Also have to add both objects to the updates.
Changed the Install/Uninstall scripts to accommodate the above. (See attachment)
Let me know if this works for you and I will add it to the updates.
Suggestions:
YafaRay4tS panel
Save Settings button - Add save YafaRay4tS.RsObj to the preobjects folder?
Yafaray4tS toolbar
Yafaray Settings - Opens Direct Lighting and not Render Settings?
Add Yafaray Render Buttons Autoload to installer?
- Attachments
-
- YafaRay4tSv090-beta (2).zip
- (2.17 MiB) Downloaded 203 times
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clintonman
- Captain
- Posts: 5659
- Joined: 21 May 2009, 21:08
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- Location: California
Re: Yafaray4tS v0.9.0
Original code was
My change without really looking at it was
It should have been
Here I'm assuming that it is supposed to load if the node doesn't already exist inside truespace.
Code: Select all
if(Node.Exists(rosDir + '\\scripts\\preObjects\\Yafaray4tS.rsobj')) {
RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Yafaray4tS.rsobj', '/');
}Code: Select all
if(Node.Exists(rosDir + '\\scripts\\preObjects\\Yafaray Folder.rsobj')) {
RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Yafaray Folder.rsobj', '/');
}Code: Select all
if(!Node.Exists('/Yafaray Folder')) {
RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Yafaray Folder.rsobj', '/');
}-
clintonman
- Captain
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Re: Yafaray4tS v0.9.0
Good ideas.trueBlue wrote: 08 Jun 2018, 20:15 ...
For whatever reason the above code does not work.
The only way I could get it to work is as follows:
...
Also have to add both objects to the updates.
Changed the Install/Uninstall scripts to accommodate the above. (See attachment)
Let me know if this works for you and I will add it to the updates.
Suggestions:
YafaRay4tS panel
Save Settings button - Add save YafaRay4tS.RsObj to the preobjects folder?
Yafaray4tS toolbar
Yafaray Settings - Opens Direct Lighting and not Render Settings?
Add Yafaray Render Buttons Autoload to installer?
Will save the Yafaray Folder to preobjects when the save settings button is pressed
The right click button goes to the active lighting model. There is no "Render Settings" tab. Which tab do you think it should go?
I completely forgot about the Render Buttons until the last second. Ideally the resulting nodes would live inside the Yafaray4tS node, but it's a little bit of a pain to recompile the plugin code so I'll leave them in the Custom Commands and will include it in the Yafaray installer instead of having it separate.


































