Yafaray4tS v0.9.0

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Yafaray4tS v0.9.0

Post by clintonman »

Officially started work on the next version of yafaray4ts.
Testing is with versions 2.1.1 and 3.0.0. The official notes say XP support was dropped in 2.1.1, I did a test and it did work in winXP. The "drop of support" must refer to the Blender integration.
quickExteriorP.jpg
outdoorsP.jpg
max3dkuchniaP.jpg
glossyasdiffuseP.jpg
glassP.jpg
causticsP.jpg
Bug fixes for mesh smoothing, fixed color gamma to use new scheme, fixed face directions in caustics scene, blender does not use face directions

Additions/Changes
added 2.1.1 and 3.0.0 to the version checks,
experiments for preview - changed appearance of area and spotlights, replaced infinite light with directional light so can see shadows, made a combo infinite and ambient light to simulate light from background gradiants and sunsky items, changed appearance of glass shader
The previews will never be 100% because the materials would have to have versions for each lighting model and there is no easy way to simulate bouncing lights of a scene.

The only other preview change I have in mind is to add some fake reflections to glass and other shiny materials.
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Re: Yafaray4tS v0.9.0

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quickExteriorOldP.jpg
max3dkuchniaOldP.jpg
glassOldP.jpg
Here are a few of how the old previews look for comparison.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

WOW! That is awesome Clinton!
Can't wait to check it out.
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Re: Yafaray4tS v0.9.0

Post by bitkar »

yay, new up to date renderer! always love to see something good for rendering in tS.
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Re: Yafaray4tS v0.9.0

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YafBackgroundPreview.jpg
Wrote code and made lights for most of the background lighting previews. The new preview button reads the type of background and creates lights and a large sphere painted with the background. The preview scale input below the button controls the size of the sphere.

Image shows the image background which uses a down facing projector light with the same image as the background sphere only blurred.
The constant color background has a sphere and an ambient light.
The gradient background has a gradient sphere, an ambient light for the horizon and an infinite light facing downward for the sky color.

The sky background types will be some generic gradient type sphere, with a directional light for the sun that is targeted at the origin plus an ambient light for the rest.
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Re: Yafaray4tS v0.9.0

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outdoorsPV.jpg
Sky background previews shown above are done and added image based background using a projector light with a blurred image. The sky backgrounds uses a cloud texture on the sphere with a tint based on the turbidity value. Added buttons for controlling the sunlight. 1. select light so it can be moved, 2. copy light location to the Yafaray4tS node so the values can be exported. 3. copy Yaf sun location to the light

Also discovered that the gamma fix was wrong. Incorrect colors happen in exported xml file even when produced from Blender. Removed the gamma "fix".

That's the last of the background previews. The previous posts had the manual experiments, now there are controls built in to create all the preview lights and spheres.

I think next will be the light preview values, then an update for the materials.
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Re: Yafaray4tS v0.9.0

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Lights are done. Most were already good as far as brightness levels. Also added a render shadow option to each light.
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Re: Yafaray4tS v0.9.0

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YafNoiseTexture.jpg
First working preview for procedural textures. It also shows an update for blending the color with the texture. In the old version the texture just turned off the color. There will be separate tabs for each texture map type, diffuse map, mirror map etc.

This is just the preview, it's not hooked up to the renderer in any way yet.
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Re: Yafaray4tS v0.9.0

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Are you using seamless textures?
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Re: Yafaray4tS v0.9.0

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trueBlue wrote: 01 Apr 2018, 13:15 Are you using seamless textures?
No, it's a procedural texture. The preview is like the wrapped polka dot procedural texture on model side as shown in the image below.
The preview won't be identical to the final result. It will just give an idea of what the render will look like.

Now that you mention it I see that the Z value will need to be added to the offset and size for textures so 3D textures can be used in the render as well as the wrapped uv style.
wrappedPolkaSeam.jpg
Last edited by clintonman on 02 Apr 2018, 02:02, edited 1 time in total.
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Re: Yafaray4tS v0.9.0

Post by bitkar »

wow, so you will be able to use modelside with modelside lightworks shaders in modelside editor and render it in yafaray??
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Re: Yafaray4tS v0.9.0

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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??
No, I was just showing how the preview is similar to the modelside wrapped procedural texture with the seam showing.
I changed a few words in the post to make it more clear. Sorry for the confusion.
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Re: Yafaray4tS v0.9.0

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YafNoiseTexture2.jpg
More texture work. :bananatyping:
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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Re: Yafaray4tS v0.9.0

Post by bitkar »

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.
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Re: Yafaray4tS v0.9.0

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I'm all for realtime procedural shaders.
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Re: Yafaray4tS v0.9.0

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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.
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Re: Yafaray4tS v0.9.0

Post by bitkar »

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.
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Re: Yafaray4tS v0.9.0

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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. ;)
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Re: Yafaray4tS v0.9.0

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BlendMaterialsStart.jpg
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.
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Re: Yafaray4tS v0.9.0

Post by Draise »

These are huge upgrades!!!!
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Re: Yafaray4tS v0.9.0

Post by bitkar »

what the hell.... this looks like something from Startrek to me :D
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Re: Yafaray4tS v0.9.0

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bitkar wrote: 17 Apr 2018, 18:04 what the hell.... this looks like something from Startrek to me :D
You're gonna have to tell me which one so I can look for it :)
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Re: Yafaray4tS v0.9.0

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YafGlass1.jpg
YafGlass2.jpg
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.
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Re: Yafaray4tS v0.9.0

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Clintonman: all the node programing... looks like from a scifi movie :D
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Re: Yafaray4tS v0.9.0

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YafRoughGlass.jpg
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.
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Re: Yafaray4tS v0.9.0

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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.
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Re: Yafaray4tS v0.9.0

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BlendMaterialsPreview.jpg
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.
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Re: Yafaray4tS v0.9.0

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BlendMaterialsTestRender.jpg
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" :)
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Re: Yafaray4tS v0.9.0

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Awesome! Looking forward to seeing all of your hard work!
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Re: Yafaray4tS v0.9.0

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BadColor.jpg
HackedColor.jpg
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...
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Re: Yafaray4tS v0.9.0

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ColorTestEXRformat.jpg
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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Re: Yafaray4tS v0.9.0

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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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Re: Yafaray4tS v0.9.0

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BlendMaterialByTexture.jpg
Blend 2 materials with a texture to control blending is working ,also started working on the awkwardness of the UI.
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Re: Yafaray4tS v0.9.0

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NoColorHackNeeded.jpg
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.
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Re: Yafaray4tS v0.9.0

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NewRenderDisplay.jpg
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
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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.
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Re: Yafaray4tS v0.9.0

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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.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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
Capture.PNG
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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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Re: Yafaray4tS v0.9.0

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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."
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Re: Yafaray4tS v0.9.0

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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."
Not sure what you are thinking or how you are going to use it.
I just recorded an Avi from a Camera in 3D Space using the VideoRecorder.
Fun stuff!
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Re: Yafaray4tS v0.9.0

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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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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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.

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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Re: Yafaray4tS v0.9.0

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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.
So are you recommending distributing the installed files and avoid using the installer for iOptDetectors?
Did you get the "death lock" mentioned in the iICStage manual?
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Re: Yafaray4tS v0.9.0

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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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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 15 May 2018, 05:09 So are you recommending distributing the installed files and avoid using the installer for iOptDetectors?
NO not at all given the License Agreement!
clintonman wrote: 15 May 2018, 05:09 Did you get the "death lock" mentioned in the iICStage manual?
No not yet but I have not tested it.

Just sharing in case you did not know.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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.
Capture.PNG
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Re: Yafaray4tS v0.9.0

Post by clintonman »

How did you find the command to size the window?

looks like a typo in the script "... "LockWifth", -1, "LockHeight", -1)" should be "LockWidth"
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman 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"
In the Command History when using the Window settings. When you change it to LockWidth, it does not work. LOL
It uses the Inside Dimensions to size the window.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

BlankCommands.jpg
Is there a trick to it? All I get is blank lines when I make changes with the windows settings.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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:

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);
Command History

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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Re: Yafaray4tS v0.9.0

Post by clintonman »

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
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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);
}
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Are you making a YafaRay4tS Camera?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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?
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 18 May 2018, 15:28 ...
Are you using the BMPViewTransmitter without a Camera?
Yes, only using it to display the yafaray rendered result.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Oh, I did not know you could do that.
I got the Caption to work on the Tab, but it is not pretty.
Capture.PNG
Capture.PNG (17.16 KiB) Viewed 4876 times
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())
Second script 'Linked'

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)
They have to run separately in order to work properly.
If you combine them into one script, it has to run twice.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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 :)
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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.
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Re: Yafaray4tS v0.9.0

Post by bitkar »

wow, this is gonna be BIG!
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Wow...HUGE update!
Can you share the Virgin? ;)
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 22 May 2018, 12:28 Wow...HUGE update!
Can you share the Virgin? ;)
I don't know, sharing a virgin seems to kind of defeat the purpose of having a virgin... :P
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue 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
I don't think there will be a conflict and I think I may be able to tell for sure soon :D
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Re: Yafaray4tS v0.9.0

Post by clintonman »

YafaRayAndVRay.jpg
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.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Yay!
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Re: Yafaray4tS v0.9.0

Post by seppgirty »

I don't know, sharing a virgin seems to kind of defeat the purpose of having a virgin...
:bananadevil:
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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Re: Yafaray4tS v0.9.0

Post by clintonman »

AlphaMapping.jpg
alphaint_mapping02.png
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.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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.
YafarayCam.PNG
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

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.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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.
ani_test1.jpg
glossy reflection test
emitPT.jpg
emit material test
mappingCmir.jpg
mappingCSPglossy.jpg
mappingRAYmir.jpg
specular mapping tests
translucency.jpg
translucency
transparency.jpg
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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Re: Yafaray4tS v0.9.0

Post by bitkar »

god, i love the light emitting materials!
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Re: Yafaray4tS v0.9.0

Post by clintonman »

MapsForAll1.jpg
MapsForAll2.jpg
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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.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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...."
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Re: Yafaray4tS v0.9.0

Post by clintonman »

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.
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Re: Yafaray4tS v0.9.0

Post by bitkar »

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.
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