YafaRay4tS version 0.8.0

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YafaRay4tS version 0.8.0

Post by clintonman »

YafaRay4tS version 0.8.0 made for YafaRay version 2.0.2(beta)

May or may not be compatible with earlier versions of YafaRay (untested)

Note: just after starting this thread a newer 2.1.0 YafaRay was release, so it is not tested with this version yet.

partial save timer - save file while rendering to see progress
Tile rendering options - linear or random for bucket style renders

custom text for the Draw Params option

new material parameters:
visibility - normal, shadow only, no shadows, invisible
receive shadows checkbox
pass id

threads default to -1

render passes
multilayer option for exr file renders
RenderPassList.txt contains a list of all possible passes that can be typed into any slot. The channel isn't limited to the dropdown list selections.

Includes a script to update an existing scene's YafaRay4tS node

Registry script is included in the YafaRay4tS node setup tab





YafaRay4tS Installation

YafaRay4tS was created to work in tS7.61 Workspace (Rosetta)
It does not work in Model (tS6.6)
Tested with YafaRay version 2.0.2

get the latest YafaRay from https://github.com/DavidBluecame/Blende ... /releases/"
unzip the file and copy the yafaray folder to Program Files
IE: C:\Program Files\yafaray

If you have previously installed YafaRay4tS before, Uninstall YafaRay4tS from the Add & Remove program in the Windows Control Panel first!

1.) Extract All the files from the YafaRay4tSv080.zip. into a folder named YafaRay4tSv080

IE: C:\trueSpace761\YafaRay4tSv080

2.) Open trueSpace7.61 and from the Workspace's File menu, Load the YafaRay4tS_Installer.RsObj from where you extracted the files. Do not drag and drop, use the file menu.

3.) From the YafaRay4tS Installer panel select the "Install" button.

You should see a tS761 Question message asking: "Your existing YafaRay4tS Libraries will be deleted and replaced with updated versions. Would you like to continue?", if not select your keyboard keys Alt + Tab to bring the message forward. Selecting "Yes" will start the installation and selecting "No" will cancel the installation." If you have any content saved in any of these three libraries, they will be deleted, so save anything you want into a different library.

4.) From the Stack/Panel - YafaRay4tS/Setup panel
a. Set the YafaRay Install Path to where you have installed the YafaRay render engine. (IE: C:\Program Files\yafaray\bin\yafaray-xml.exe)
b. Blender Plugin Path value does not matter
c. Choose 64 bit if installing for 64-bit YafaRay
d. Press the "Setup YafaRay in Registry" button
e. an explorer window will open to the "yafaray.reg" file, run this file to update the windows registry

5.) Select the "Save Settings" button to save your directories into the default YafaRay4tS object.

6.) Position the YafaRay4tS toolbar and save your Layout.

Congratulations you've finished your YafaRay4tS setup!
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Last edited by clintonman on 31 Jan 2016, 17:08, edited 1 time in total.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

YafSetupTab.jpg
After installation the Setup tab will open.
Set path to the yafaray-xml.exe file
Choose 64 bit or not depending on the YafaRay version
Press the "Setup YafaRay in Registry" button
A file browser will open to the yafaray.reg file
Double click to add the needed values to the windows registry
Press the Save Settings button at the bottom

YafaRay4tS_Misc.jpg
YafaRay4tS_Misc.jpg (14.33 KiB) Viewed 11311 times
The misc tab has controls for Clay Render, Draw Params and custom string for the Draw Params
It also has tile type and size controls and a timer in seconds for periodically saving the render
The "Open Render Pass Panel" does what it says. Press it to get setup for render passes.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

YafaRay4tS_passes.jpg
Check "enable" to turn on render passes

Use the dropdown to select render passes
Can also type in values. A list of possible values can be found in the RenderPasses.txt file

The MultiLayer option at the bottom only applies to the exr file format.

YafaRay4tS_material.jpg
New material options are at the bottom of the materials
PassID is used with the render passes
visibility can be set to normal, shadow only, no shadows or invisible
ReceiveShadows uncheck so material does not get shadowed
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Re: YafaRay4tS version 0.8.0

Post by bitkar »

you are the boss... shame we cant use it in modelspace. But Ive been playing with yafaray and its a very nice renderer (especially the lighting using light emiting materials)
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Starting looking into incorporating this version of YafaRay4tS into the final update and notice two things.
The Help file is empty. Only the Table of Contents is showing.

In the YafaRay Settings button, the Lighting Method Switch does not seem to be working.

Code: Select all

if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){} else {if(Node.Exists("/Yafaray Folder")){Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());}};Activity.Run(Space.CurrentScene() + "/YafaRay4tS/Lighting Method Switch")
I found the old version at www.yafaray4ts.org
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 04 Mar 2018, 21:29 Starting looking into incorporating this version of YafaRay4tS into the final update and notice two things.
The Help file is empty. Only the Table of Contents is showing.

In the YafaRay Settings button, the Lighting Method Switch does not seem to be working.

Code: Select all

if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){} else {if(Node.Exists("/Yafaray Folder")){Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());}};Activity.Run(Space.CurrentScene() + "/YafaRay4tS/Lighting Method Switch")
I found the old version at www.yafaray4ts.org
HelpPermissions.jpg
It's a permissions thing. Have to Unblock to see it. Odd behavior, you'd think it would just not open it in the first place.

I'll have to get back to you about the light later.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

One more thing, if you're going to add Yafaray4tS to the unofficial update do you want to wait so we have access to the standard tS render buttons? The latest unpublished clintons3dplugin rsx file has access to them.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 04 Mar 2018, 21:29 Starting looking into incorporating this version of YafaRay4tS into the final update and notice two things.
The Help file is empty. Only the Table of Contents is showing.

In the YafaRay Settings button, the Lighting Method Switch does not seem to be working.

Code: Select all

if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){} else {if(Node.Exists("/Yafaray Folder")){Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());}};Activity.Run(Space.CurrentScene() + "/YafaRay4tS/Lighting Method Switch")
I found the old version at www.yafaray4ts.org
I can't find the button. Picture please..
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Here is what I thought I could do.
I created a prototype for the YafaRay4tS toolbar and added the buttons to the Custom Toolbar.
Then I could include all the other needed items in the update, like libraries etc...
At least at this point a user would not lose anything from a Reset Context.

I would think you could update the above items when you are ready?

The YafaRay Settings button I was talking about is shown in the pic next to the Lights.
Do you want to supply me with the unpublished clintons3dplugin.rsx so I can supply that in the update?
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

Ah, had a bunch of buttons and it was obscured.
The lighting method switch works here. Could be an unreliable change detector.

Here's the latest rsx file
v.1638410

It adds script access to the standard render buttons and updates the folder dialog so that folders can be created.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Tried to upload a modified YafaRay4tS.zip
Keep getting an HTTP Error

Also I am getting this error:
Yafaray4tS Render.PNG
Yafaray4tS Render.PNG (11.46 KiB) Viewed 8466 times
The Internal Display does not show unless I click on the Custom Toolbar icon.
After switching to the TGA Viewer, I do not get the above error.
Each time I select the Render button I get another additional TGA Viewer
Edit: I now I am not getting any color.
NO Color.PNG
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

test upload

Did a test and a zip file uploaded without any trouble. Must be an internet thing.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

How do I use the null2points.ls file?
By the way. I am testing my new installation. I have it installed in Widgets/Tools/ Yafaray Folder/YafaRay4tS.RsObj
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Re: YafaRay4tS version 0.8.0

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trueBlue wrote: 05 Mar 2018, 21:25 Tried to upload a modified YafaRay4tS.zip
Keep getting an HTTP Error

Also I am getting this error:
Yafaray4tS Render.PNG

The Internal Display does not show unless I click on the Custom Toolbar icon.
After switching to the TGA Viewer, I do not get the above error.
Each time I select the Render button I get another additional TGA Viewer
Edit: I now I am not getting any color.
NO Color.PNG
Don't see the error. I assume you mean The "Use External Viewer" to get the tga viewer and that you changed from "Use Internal Viewer". I get only 1 tga viewer but the command window stays open.

Don't edit your old post, makes it hard to follow since I was responding to your original unedited post.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 06 Mar 2018, 00:58 How do I use the null2points.ls file?
It was a test since you said upload wasn't working. ls file is a script file for lightwave.
Does upload still not work for you?
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Yes
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Re: YafaRay4tS version 0.8.0

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Do you get a specific http error?
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 06 Mar 2018, 01:07Yes
That's useful. Truespace is covering up the extra windows so I didn't see them.
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Re: YafaRay4tS version 0.8.0

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Which yafaray material are you using?
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

clintonman wrote: 06 Mar 2018, 01:08 Do you get a specific http error?
I am not ready to upload the new installer so I will try your plugin
Edit: Okay that worked. I will delete it later
Edit2: Deleted test upload
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

clintonman wrote: 06 Mar 2018, 01:12
trueBlue wrote: 06 Mar 2018, 01:07Yes
That's useful. Truespace is covering up the extra windows so I didn't see them.
They are all the same.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

clintonman wrote: 06 Mar 2018, 01:13 Which yafaray material are you using?
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Re: YafaRay4tS version 0.8.0

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clintonman wrote: 06 Mar 2018, 01:08 Do you get a specific http error?
No, the only info was HTTP Error.
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Re: YafaRay4tS version 0.8.0

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trueBlue wrote: 06 Mar 2018, 01:16
clintonman wrote: 06 Mar 2018, 01:12
trueBlue wrote: 06 Mar 2018, 01:07Yes
That's useful. Truespace is covering up the extra windows so I didn't see them.
They are all the same.
Yes, I'm saying the picture was useful cause it shows tS covering up the extra windows.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

I am using the newest 64 bit version downloaded today.
YafaRay-E.Experimental.v2.1.1.2016-02-06.build.for.Blender.2.76b.MinGW.Win7.Win8.1.Win10.64bit
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Re: YafaRay4tS version 0.8.0

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trueBlue wrote: 06 Mar 2018, 01:25 I am using the newest 64 bit version downloaded today.
YafaRay-E.Experimental.v2.1.1.2016-02-06.build.for.Blender.2.76b.MinGW.Win7.Win8.1.Win10.64bit
I have v2.0.2 and I think some else tried v2.1.something.
Yafaray website says v3.3 is the latest.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

You also have to use the standalone version. I don't think it works with the blender version.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

I was following your lead in the ReadMe.txt and downloaded from
https://github.com/DavidBluecame/Blende ... /releases/
I looked for version 2.0.2
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Re: YafaRay4tS version 0.8.0

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trueBlue wrote: 06 Mar 2018, 01:36 I was following your lead in the ReadMe.txt and downloaded from
https://github.com/DavidBluecame/Blende ... /releases/
I looked for version 2.0.2
It looks like in later releases he separated the standalone from the blender. So need to update the readme to refer to the yafaray website so it catches future changes. To get 2.0.2 you have to scroll down and go to the next page to find the older ones.

Yaf330test.jpg
I just tested the 3.3.0 and it works.

Here is a direct link:
https://github.com/YafaRay/Core/releases/tag/v3.3.0
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Okay I'll try YafaRay.v3.3.0.Standalone.build.MinGW.for.Win7.Win8.1.Win10.64bit
In your previous post I miss understood you when you said Standalone. I thought you were referring to tS761 Standalone. :lol:
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Re: YafaRay4tS version 0.8.0

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trueBlue wrote: 06 Mar 2018, 01:57 Okay I'll try YafaRay.v3.3.0.Standalone.build.MinGW.for.Win7.Win8.1.Win10.64bit
In your previous post I was missunderstanding you when you said Standalone. I thought you were referring to tS761 Standalone. :lol:
I guess developers like that word trueSpace standalone, yafaray standalone. Who knows what else is out there. :)
If it still doesn't work post your scene file.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

In your instructions you mention:
Includes a script to update an existing scene's YafaRay4tS node.
But there is no instructions on how to use it.

Question about your Update YafaRay Render Node script:
If I moved the Yafaray Folder from System to Widgets/Tools,
Does this effect your Destination?

var Destination = "Yafaray Folder/YafaRay4tS";
var Source = Space.CurrentScene() + "/YafaRay4tS";

Also, could this be incorporated into the YafaRay4tS Setup, instead of including it into the library?

In your instructions you mention:
Registry script is included in the YafaRay4tS node setup tab.
But there is no instructions on how to use it.
Now that I am going to use a different version of YafaRay, what should I do with the Registration Key and or my Registry?

Question about your Create reg file script:
I ran into an issue with this using it more then once because I was having problems setting up YafaRay. Windows issued a warning that using this again could corrupt the Registration Key and or something like that. User error on my part.
More importantly as I understood one of the Caligari Developers, you should not put anything that is not native to trueSpace in the Libraries as it could create issues.
In my experience when I noticed it in the library, I tried to load into trueSpace without realizing what it was and got a tS error.
Wouldn't be better to place into System.GetMainDir() ?
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 06 Mar 2018, 14:47 In your instructions you mention:
Includes a script to update an existing scene's YafaRay4tS node.
But there is no instructions on how to use it.

Question about your Update YafaRay Render Node script:
If I moved the Yafaray Folder from System to Widgets/Tools,
Does this effect your Destination?

var Destination = "Yafaray Folder/YafaRay4tS";
var Source = Space.CurrentScene() + "/YafaRay4tS";

Also, could this be incorporated into the YafaRay4tS Setup, instead of including it into the library?

In your instructions you mention:
Registry script is included in the YafaRay4tS node setup tab.
But there is no instructions on how to use it.

Question about your Create reg file script:
I ran into an issue with this using it more then once because I was having problems setting up YafaRay. Windows issued a warning that using this again could corrupt the Registration Key and or something like that. User error on my part.
More importantly as I understood one of the Caligari Developers, you should not put anything that is not native to trueSpace in the Libraries as it could create issues.
In my experience when I noticed it in the library, I tried to load into trueSpace without realizing what it was and got a tS error.
Wouldn't be better to place into System.GetMainDir() ?
Instructions need updating.
If you move the Yafaray folder any scripts or buttons that refer to it will need to be updated.
I don't see any reason it can't be incorporated.
The registry setup may be outdated. The developer of yafaray separated it into blender and yaaray standalone version. I just deleted my registry key and it still works.
I ran the registration 3 times in a row and didn't get the "don't do this again or bad things may happen" message.
In the next version will just remove the registry stuff since it seems it's not needed anymore.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Sorry about all of the pain I have been creating for you.
Almost all of these issues I was having was because of trying to move YafaRay4tS to Widgets/Tools so that it could with stand a Default Context Reset.
To much going on in your master piece to try and change it.
However I think I have a solution.
In this new installer I have included installing the Yafaray Folder to both System and Widgets/Tools.
The Save Settings button in Setup saves to both locations.
I have included a script in the Setup Library that copies the Yafaray Folder from Widgets/Tools to System.
This is in the event a user Resets the Default Context. But this also means a user would have to run the script initially before first use. Hummm.... unless I put that code in a toolbar command. Any how take a look, if it is not worth it, I will just abandon this idea.

Edit: Well maybe not.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

No abandon it. Having the thing in 2 places will make it difficult to maintain. We'll just alter the code so it works in the Widgets location.

As far as the http error, try a different web browser. I'm thinking something may be messed up with the browser cache.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Saving it to Widgets would be great.
Another thought came to mind.
As it is presently we have the capability to save the yafaRay4tS panel to a RsScn after it is setup.
Just need a script to Copy it to System after a Context Reset.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 08 Mar 2018, 14:15 Saving it to Widgets would be great.
Another thought came to mind.
As it is presently we have the capability to save the yafaRay4tS panel to a RsScn after it is setup.
Just need a script to Copy it to System after a Context Reset.
I'll keep it in mind when I get a chance to look at it.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

It is also possible to modify the reset.js file to load the Yafaray Folder.rsobj by adding the following line:

RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Yafaray Folder.rsobj', '/');


Would have to install the Yafaray Folder.rsobj to the Scripts/preobjects folder.

The reset.js file runs when a user Resets the Default Context.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

NoiseTextures.jpg
image shows perlin, clouds, voronoi, wood and marble textures.
I started looking at what I want to do for Yafaray4tS and started by adding some procedural noise textures to my plugin. Next I want to try to create a blend material and then finally attach the Yafaray4tS scripts to the workspace render system.

Also shown is my incremental save/backup script.

All these scripts use an updated rsx plugin to make the noise textures, interface to the workspace render system and an update to the folder selection code. It's just easier to release the rsx plugin once instead of 3 times so that's what I worked on first.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

clintonman wrote: 16 Mar 2018, 05:28 All these scripts use an updated rsx plugin to make the noise textures, interface to the workspace render system and an update to the folder selection code.
Sounds great!
How will YafaRay4tS use the the Workspace render system?
Will it Render to a Space 3D window?
Will it be using the Workspace Offline Renderer buttons?
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 17 Mar 2018, 12:50
clintonman wrote: 16 Mar 2018, 05:28 All these scripts use an updated rsx plugin to make the noise textures, interface to the workspace render system and an update to the folder selection code.
Sounds great!
How will YafaRay4tS use the the Workspace render system?
Will it Render to a Space 3D window?
Will it be using the Workspace Offline Renderer buttons?
It will appear in the list of renderers and use the offline render buttons, so not a big change.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

clintonman wrote: 17 Mar 2018, 14:45
trueBlue wrote: 17 Mar 2018, 12:50
clintonman wrote: 16 Mar 2018, 05:28 All these scripts use an updated rsx plugin to make the noise textures, interface to the workspace render system and an update to the folder selection code.
Sounds great!
How will YafaRay4tS use the the Workspace render system?
Will it Render to a Space 3D window?
Will it be using the Workspace Offline Renderer buttons?
It will appear in the list of renderers and use the offline render buttons, so not a big change.
I am concerned with that because I modified the Workspace's offline renderer buttons to change the Vray's Window's size to match the Vray's preferences panel.

Code: Select all

function Execute(params)
{
if (Node.Exists(Space.CurrentScene() + "/Vray"))
{
Width = Node.Value(Space.CurrentScene() + "/Vray", "Image Width")
Height = Node.Value(Space.CurrentScene() + "/Vray", "Image Height")
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 1/VrayView Node"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 1", -1, -1, Width, Height, -1, -1, -1)
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 2/VrayView Node"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 2", -1, -1, Width, Height, -1, -1, -1)
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 3/VrayView Node"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 3", -1, -1, Width, Height, -1, -1, -1)
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 4/VrayView Node"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 4", -1, -1, Width, Height, -1, -1, -1)
}

}
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 17 Mar 2018, 16:10
clintonman wrote: 17 Mar 2018, 14:45
trueBlue wrote: 17 Mar 2018, 12:50
Sounds great!
How will YafaRay4tS use the the Workspace render system?
Will it Render to a Space 3D window?
Will it be using the Workspace Offline Renderer buttons?
It will appear in the list of renderers and use the offline render buttons, so not a big change.
I am concerned with that because I modified the Workspace's offline renderer buttons to change the Vray's Window's size to match the Vray's preferences panel.

Code: Select all

function Execute(params)
{
if (Node.Exists(Space.CurrentScene() + "/Vray"))
{
Width = Node.Value(Space.CurrentScene() + "/Vray", "Image Width")
Height = Node.Value(Space.CurrentScene() + "/Vray", "Image Height")
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 1/VrayView Node"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 1", -1, -1, Width, Height, -1, -1, -1)
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 2/VrayView Node"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 2", -1, -1, Width, Height, -1, -1, -1)
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 3/VrayView Node"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 3", -1, -1, Width, Height, -1, -1, -1)
}
if (Node.Exists("/Project/Windows Manager Space/Frame Window, 4/VrayView Node"))
{
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 4", -1, -1, Width, Height, -1, -1, -1)
}

}
What is the code change on the buttons themselves? Are they calling the script listed above?
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Yes, this line was added to the end.

Code: Select all

Activity.Run('/Scripts/Commands/RenderScene');
For the render scene button it calls the RenderScene.xml
OfflineRender.OpenView('',0,0);OfflineRender.RenderScene('');Activity.Run('/Scripts/Commands/RenderScene')
All of the other buttons were changed too.
The new Vray Material Editor does the same.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

It won't have any effect. The buttons themselves are not changed when you choose a different render engine. So when I add Yafaray it will also run your extra script. You already have a check for a vray node in the scene, so it will just return without doing anything.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Not to sure about this.
If a user has Vray loaded in the Package Manager, it will create the Vray node automatically in every new scene.
I could be wrong about this. Not able to test this when changing Offline Renderers.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 17 Mar 2018, 17:30 Not to sure about this.
If a user has Vray loaded in the Package Manager, it will create the Vray node automatically in every new scene.
I could be wrong about this. Not able to test this when changing Offline Renderers.
That's surprising, but still minor. Worst case scenario is when you render from Yafaray the window size is set to vray size. Easy fix is to just add one line of code to return if the current render engine is not Vray.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

I did tests on the sample scenes, viewtopic.php?t=4343&p=42356&hilit=yafaray#p42356
They worked except for glass scene. Looks like it had an old version of the smoothing applied.
Also found out that draw parameters doesn't work anymore. It was changed to a new system called "logging badges".

Tests were with Yafaray v3.3.0.Standalone version and YafaRay4tS v0.8.0

I found the missing instructions for the "update YafaRay in existing scenes" script in the second post in this thread

I also found a small bug when using textures. A texture is an on or off thing, but it should be a blend between the texture and the plain color of the material.
BlendMaterialTest.jpg
image shows 2 material colors blended together with a wood procedural texture
Blend materials is a "no go". There is no way to blend materials together and if you try to blend the values before it becomes a material trueSpace can't handle it and is buggy and unreliable. I was able to combine just the color portion of 2 materials. The downside is that tS only supports 1 material in that way. So you can hack something together but you cannot apply the material anywhere else cause only 1 material node can survive the process.

As I write this I got an idea for blend materials...hmm, maybe there's still an option for this...

On the bright side it looks like the procedural textures will work.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Looking great!
Have you noticed the sample test in v3?
test01 - expected render result.png
Seems to me that the lights are to bright in Yafaray4tS and the last time I tested last week, I could not get rid of the faceting on a sphere, no matter what settings I used in the Smoothing.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 21 Mar 2018, 13:36 Looking great!
Have you noticed the sample test in v3?
test01 - expected render result.png
Seems to me that the lights are to bright in Yafaray4tS and the last time I tested last week, I could not get rid of the faceting on a sphere, no matter what settings I used in the Smoothing.
You should post a sample scene of the lights and sphere problems.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

User error on the smoothing, it works as expected.
Misc tab
Suggestions:
Restore All Defaults
* Remove the

Code: Select all

Node.ConReset('%THIS_NAME%', "Yaf_Path")
And or anything else that I might not notice that changes the user's Saved Settings.
* Add any additional defaults that you have added if needed.

Open Render Pass Panel
* Remove the Control aspect from the RendererPasses panel.
Attachments
Misc Tab.PNG
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 22 Mar 2018, 15:46 User error on the smoothing, it works as expected.
Misc tab
Suggestions:
Restore All Defaults
* Remove the

Code: Select all

Node.ConReset('%THIS_NAME%', "Yaf_Path")
And or anything else that I might not notice that changes the user's Saved Settings.
* Add any additional defaults that you have added if needed.

Open Render Pass Panel
* Remove the Control aspect from the RendererPasses panel.
Noted.
So I guess the lights are ok?
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

To be honest and this has nothing to do with your awesome additions to Yafaray4tS!
First and foremost, I am not the one to be testing Yafaray4tS and it's capabilities, because I do not have experience with it. My only contributions to this project has been the interface and installer.
I have installed it 6 or 7 times in the past, and found the default "What you see in Workspace." verses "What is rendered.", experience not so great. Just rendering a simple sphere with different materials using the default settings. The color and shadows seem so far off. The lights wash out the scene. I have made several futile attempts to find the right Default Light setup.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

I see, so it's the preview not the render that's the problem.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

Would it be possible to remove the Apply Smoothing from the Yafaray4ts panel and add it to each of the Materials?
Should I scratch the idea of including Yafaray4tS version 0.9.0 in the Updates?
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 30 Mar 2018, 14:01 Would it be possible to remove the Apply Smoothing from the Yafaray4ts panel and add it to each of the Materials?
Should I scratch the idea of including Yafaray4tS version 0.9.0 in the Updates?
Nope, not possible to move smoothing into materials. Smoothing is a mesh property in Yafaray.

I can't guarantee the completion date of Yafaray4tS 0.9.0, so it all depends on whether it's worth waiting for or not.
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Re: YafaRay4tS version 0.8.0

Post by trueBlue »

From the looks of it seems very worthy!
What are your plans on installation with regards to withstanding a Context Reset?
Adding the yafaRay4tS.RsObj to the preobjects folder and updating the init.js and reset.js files seems to me the easiest way.
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Re: YafaRay4tS version 0.8.0

Post by clintonman »

trueBlue wrote: 30 Mar 2018, 15:42 From the looks of it seems very worthy!
What are your plans on installation with regards to withstanding a Context Reset?
Adding the yafaRay4tS.RsObj to the preobjects folder and updating the init.js and reset.js files seems to me the easiest way.
Yes, probably do it that way.
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