Yafaray4tS v0.9.0

LightWorks, VRay, Dribble, YafaRay and more..
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

There is that misplaced semi-Colon I was talking about.
Okay now remove this portion and try with Vray and YafaRay:

Code: Select all

	if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){
	} else {
		if(Node.Exists("/Yafaray Folder")){
			Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());
		}
	}
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

Replaced lines of code
Rendered Yafaray.
Switched to Vray
Rendered with vray

Still don't know what I'm looking for.

I see a semi-colon after the if-then statement, but that doesn't do anything as far as I can tell.
Last edited by clintonman on 16 Jun 2018, 02:57, edited 1 time in total.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

I have a suggestion for you Set Timeline Range.
Add the Shrink Play Range code to the top portion of your Set Time Line code.
As it now if the Timeline is say set at 1500 and the first Keyframe is at 0 and the End Keyframe is at 100.
The user sets the Set Timeline Range and starts rendering, they are going to get 1500 images.
If you use the Shrink Play Range before that they will get 100 images.
I get that you have start and end frames settings, but the above example could be an unexpected result.
Can not imagine why anybody would want to render beyond the last end frame.

Should be a way to get the first Keyframe and set your Start_Frame. Same for the End Frame.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Why have all the zeroes?
Attachments
Capture.PNG
Capture.PNG (9.37 KiB) Viewed 4150 times
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 16 Jun 2018, 03:24 Why have all the zeroes?
Looks broken to me.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

Final materials.
Fixed procedural texture orientation
Better preview when using procedural textures as bump maps.
Attachments
YafaRay Materialsfcc4.zip
(509.1 KiB) Downloaded 192 times
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Sorry Clinton,
I have not been testing the compatibility with YafaRaytS and Vray recently.
I have posted what I have found earlier.
I have been working on the Render to File and YafaRay4tS Animation aspect.
I have found a few issues with the Set Timeline Range and the Render Animation button on the Render to File panel.

Here is what I have come up with for the button scripts, the scripts have comments.
You can try these scripts without putting them in the buttons.

Set Timeline Range button(S)

Code: Select all

// Render to File - Set Timeline Range button
// Need to update the YafaRay4tS - Set Timeline Range button too!!!
function Execute(params)
{
// Reset attributes
Node.ConReset(Space.CurrentScene() + "/YafaRay4tS", "Start_Frame")
Node.ConReset(Space.CurrentScene() + "/YafaRay4tS", "End_Frame")
Node.ConReset(Space.CurrentScene() + "/YafaRay4tS", "Zero_Padding")
Node.ConReset(Space.CurrentScene() + "/YafaRay4tS", "Number_Start")

// Shrink Play Range - Sets tS Timeline from First Keyframe to End Keyframe
try
{
{
RsTime.AnimStart = RsTime.EvalAnimStart('')
RsTime.AnimEnd = RsTime.EvalAnimEnd('')
Node.Value("/Preferences/AnimPref", "PlayRangeStart") = Node.Value("/AnimMng", "AnimStart")
Node.Value("/Preferences/AnimPref", "PlayRangeEnd") = Node.Value("/AnimMng", "AnimEnd")
}

}
catch (e)
{
}

// Sync tS Timeline with YafaRay4tS 
// NOTE -> If there is no keyframes and you start rendering, YafaRaytS will render however many frames are in the tS Timeline -> Need check for no keyframes!!!
s = RsAnimPref.PlayRangeStart;
e = RsAnimPref.PlayRangeEnd;
Node.Value(Space.CurrentScene() + "/YafaRay4tS" , "Start_Frame") = s;
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Number_Start") = s;
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "End_Frame") = e;

// Update Render to File with YafaRay4tS
Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Start_Frame") = Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Start_Frame"); 
Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "End_Frame") = Node.Value(Space.CurrentScene() + "/YafaRay4tS", "End_Frame");
Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Zero_Padding") = Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Zero_Padding");
Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Number_Start") = Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Number_Start");

}

Render Animation button(S)

Code: Select all

// Render to File - Render Animation button
// Need to update the YafaRay4tS - Render Animation button too!!!
function Execute(params)
{
	var Yaf_CamChoice = params.ConValue('Yaf_CamChoice');
	var Yaf_Width = params.ConValue('Yaf_Width');
	var Yaf_Height = params.ConValue('Yaf_Height');
	var Start_Frame = params.ConValue('Start_Frame');
	var End_Frame = params.ConValue('End_Frame');
	var Zero_Padding = params.ConValue('Zero_Padding');
	var Number_Start = params.ConValue('Number_Start');
	var Yaf_RenderFilename = params.ConValue('Yaf_RenderFilename');
	var bBatchRender = params.ConValue('bBatchRender');
// Update Render to File and start rendering
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Yaf_CamChoice") = Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Yaf_CamChoice");
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Yaf_Width") = Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Yaf_Width");
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Yaf_Height") = Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Yaf_Height");
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Start_Frame") = Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Start_Frame");
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "End_Frame") = Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "End_Frame");
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Zero_Padding") = Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Zero_Padding");
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Number_Start") = Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Number_Start");
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Yaf_RenderFilename") = Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "Yaf_RenderFilename");
Node.Value(Space.CurrentScene() + "/YafaRay4tS", "bBatchRender") = Node.Value(Space.CurrentScene() + "/YafaRay4tS/Render to File", "bBatchRender");

Activity.Run(Space.CurrentScene() + "/YafaRay4tS/VersionCheck"); // This is duplicated in the YafarayScripts - RenderAnimation script
Activity.Run(Space.CurrentScene() + "/YafaRay4tS/RenderAnim2");
// RenderAnimation script - Should add a command that opens the YafaRay4tS Animation aspect
}
Let me know if you would like me to make these changes for you.
If so I need to know if you want the Sequence Player incorporated or not.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 16 Jun 2018, 14:32 ...
Let me know if you would like me to make these changes for you.
If so I need to know if you want the Sequence Player incorporated or not.
Yes, make the changes and share when you're done. There are some changes I need to make to the YafRay4tS nodes and we can't work on it at the same time without it becoming a mess.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

Move the Animation Folder and Image Folder into the tS folder and have it inside trueSpace761Std for the standalone truespace. That way they are found with the command "System.GetMainDir()"
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Well that did not turn out so well.
The Sequence Player was sticking and I abandoned the Render to File because I had problems with the synchronization both ways.
The Sequence Player is still included with a button that selects it, which shows in the stack.


YafaRay4tS9_8.zip

YafaRay4tS.RsObj
Changes:
RenderAnim - Added an underscore to Start_Frame, End_Frame, Number_Start, and Zero_Padding. Re exported and re linked all attributes to the front panel. Changed them in all nodes inside the YafaRaytS.RsObj
Anim - Addded Sequence Viewer and Shrink Play Range code to Set Timeline Range button.

YafarayScripts.RsObj
RenderAnimation - Added command to show the Animation aspect in the Stack.

I will upload tS7.61B8.4_YafaRay4tS9_8 later which includes:
All of the above changes
New Yafaray Materials
Image Folders moved to tS

Removed YafaRay4tS9_8.zip due to update
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 16 Jun 2018, 22:25 Well that did not turn out so well.
The Sequence Player was sticking and I abandoned the Render to File because I had problems with the synchronization both ways.
The Sequence Player is still included with a button that selects it, which shows in the stack.


YafaRay4tS9_8.zip

YafaRay4tS.RsObj
Changes:
RenderAnim - Added an underscore to Start_Frame, End_Frame, Number_Start, and Zero_Padding. Re exported and re linked all attributes to the front panel. Changed them in all nodes inside the YafaRaytS.RsObj
Anim - Addded Sequence Viewer and Shrink Play Range code to Set Timeline Range button.

YafarayScripts.RsObj
RenderAnimation - Added command to show the Animation aspect in the Stack.

I will upload tS7.61B8.4_YafaRay4tS9_8 later which includes:
All of the above changes
New Yafaray Materials
Image Folders moved to tS
Sounds good.
Tell me more about the Sequence Player. I thought it was separate from the Render to File and didn't know they were synchronized.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Before I had it hooked up to the FileName and that interfered with, I am guessing the RenderAnim2.
Had the RenderAnim2's numFrames output hooked up to what is now the Count, which was great because it automatically entered the correct amount of frames after the animation render was complete. It was never hooked up to the Display. Now it just sits there waiting to be called. Separate File Dialog, and now you have to enter the amount of images plus one, in order to get it to loop. I guess I could still export it out to the front panel separately, now that I think about it. I'll give it a whirl.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Here try this one. I was able to copy the numFrames to the count and the FileName before Playing.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 17 Jun 2018, 00:28 Here try this one. I was able to copy the numFrames to the count and the FileName before Playing.
I can't really test here properly. Already made some breaking changes, so I would have to change it, test it and remember to change it again later.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Ha, as a matter of fact, I was deleting that file as your were replying.
That last version was not working as expected, and I found out why all other versions were not working too!
I was using the Yaf_FileName, and discovered the file name extension changes during the rendering. IE: 01, 02, 03 etc...
Which was causing problems with the Sequence Player.
So the file Dialog has to be separate.
Attachments
Capture.PNG
Capture.PNG (4.35 KiB) Viewed 4021 times
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

I think I found a solution for RenderObject.
I added the code from RenderScene to RenderObject.
Edit: Does not work in Camera view.
Can you add Camera View to the Zoom 2 Selection script?

Code: Select all

	var szViewName = params.ConValue('szViewName');
Activity.Run("/Scripts/CustomCommands/YafarayScripts/Zoom 2 Selection")
	System.Trace("render Object begin");
	System.Trace(szViewName);
	if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){
	} else {
		if(Node.Exists("/Yafaray Folder")){
			Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());
		}
	};

	Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Yaf_UseAreaRender") = false;

	Activity.Run(Space.CurrentScene()+"/YafaRay4tS/ExportXML");
	Activity.Run(Space.CurrentScene()+"/YafaRay4tS/Render")
	System.Trace("render Object end");
Included your Zoom 2 Selection that was modified by changing

Code: Select all

//ddist = size / (2 * Math.tan(fov/2));
ddist = size / (2 * Math.tan(fov/4));


////////////////////////////////////////////////////////////////////////////////////////////////////
Also been testing Area Render.
That's not working very well.
In order to render, say an object that is at World Space 0,0,0, I have to start the Area Render to the left of the screen.
First screen shot shows selecting an Area around the object.
Second screen shot shows selecting to the left of the object.
Attachments
Render Area.PNG
Render Area Off Center.PNG
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Before
Before.PNG
After
After.PNG
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

Congrats! Looks like you got your object render working.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 17 Jun 2018, 16:35 ...
Also been testing Area Render.
That's not working very well.
In order to render, say an object that is at World Space 0,0,0, I have to start the Area Render to the left of the screen.
First screen shot shows selecting an Area around the object.
Second screen shot shows selecting to the left of the object.
Seems to be broken. was working before.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 17 Jun 2018, 17:31
trueBlue wrote: 17 Jun 2018, 16:35 ...
Also been testing Area Render.
That's not working very well.
In order to render, say an object that is at World Space 0,0,0, I have to start the Area Render to the left of the screen.
First screen shot shows selecting an Area around the object.
Second screen shot shows selecting to the left of the object.
Seems to be broken. was working before.
Just installed YafaRay4tSv090-beta-4 and it is the same for me with the area render.
As I recall YafaRay4tS, from the very begining, has always been this way. The Workspace view verses what gets rendered in YafaRay4tS is off. Same with V-ray.
Vray renders what's within the rectangle, but when you save the image to disk it includes the black portion to.
I guess the purpose is only for a partial render to save time.
Attachments
Vray Area Render Image.PNG
Vray Area Render Image.PNG (1.66 KiB) Viewed 4008 times
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Just noticed, still using Beta4, when I right click the Offline Render icons, the Offline renderers popups in the Stack, but not the YafaRay4tS panel. If I uncheck setupActive, it does.
I am guessing that the Save Settings button is missing a command to uncheck it?
SetUpActive.PNG
SetUpActive.PNG (2.67 KiB) Viewed 4219 times

Also that installer messed up my toolbars, as they were not reset before saving.
:(
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

tSDisplay
I changed the Bitmap Control to 320x240.
If you render at 320x240, 640x480, 1280x 960 etc...
the Display render is not squashed as mentioned earlier.
Thinking the above changes should be the default setup.
Attachments
Capture.PNG
Capture.PNG (19.01 KiB) Viewed 4203 times
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 17 Jun 2018, 19:46 Just noticed, still using Beta4, when I right click the Offline Render icons, the Offline renderers popups in the Stack, but not the YafaRay4tS panel. If I uncheck setupActive, it does.
I am guessing that the Save Settings button is missing a command to uncheck it?
SetUpActive.PNG

Also that installer messed up my toolbars, as they were not reset before saving.
:(
Probably left over from when YafaRay4tS was a standalone installer and not part of the Unofficial update.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Hope everything is going good with your update!
I am back to Version 8 and the Offline Render icon's RMB commands works as expected.
Just noticed that the Yafaray Spot light's Shadow does not work in the render.
Attachments
Capture.PNG
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 18 Jun 2018, 12:15 Hope everything is going good with your update!
I am back to Version 8 and the Offline Render icon's RMB commands works as expected.
Just noticed that the Yafaray Spot light's Shadow does not work in the render.
I have a small list. Not doing anything until after your next release. We can't both be changing the Yaf4tS node and buttons at the same time without turning into a mess.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 18 Jun 2018, 14:36
trueBlue wrote: 18 Jun 2018, 12:15 Hope everything is going good with your update!
I am back to Version 8 and the Offline Render icon's RMB commands works as expected.
Just noticed that the Yafaray Spot light's Shadow does not work in the render.
I have a small list. Not doing anything until after your next release. We can't both be changing the Yaf4tS node and buttons at the same time without turning into a mess.
I have understood that you needed to make changes to your plugin and the YafaRay4tS.RsObj.
I have not been trying to update the YafaRay4tS.RsObj since Friday.
Not sure what you mean by, "Not doing anything until your next release."
Are you talking about the YafaRay4tS9_8?
Just been testing YafaRay4tS9_8 mostly with Vray.
And tinkering with the RenderObject and Display as posted.
I do have an update for the tS Update 4 which I will share after you are done with your next release.
I was able to incorporate Components - Compositing and YafaRay Materials into the Material Editor Library/D3D Materials library place. Meaning you do not have to Right click the Library Places to populate the two above libraries now.
Also moved the Image Folder to the tS folder as requested.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 18 Jun 2018, 14:57
clintonman wrote: 18 Jun 2018, 14:36
trueBlue wrote: 18 Jun 2018, 12:15 Hope everything is going good with your update!
I am back to Version 8 and the Offline Render icon's RMB commands works as expected.
Just noticed that the Yafaray Spot light's Shadow does not work in the render.
I have a small list. Not doing anything until after your next release. We can't both be changing the Yaf4tS node and buttons at the same time without turning into a mess.
I have understood that you needed to make changes to your plugin and the YafaRay4tS.RsObj.
I have not been trying to update the YafaRay4tS.RsObj since Friday.
Not sure what you mean by, "Not doing anything until your next release."
Are you talking about the tS7.61B8.4_YafaRay4tS9_8?
Just been testing tS7.61B8.4_YafaRay4tS9_8 mostly with Vray.
And tinkering with the RenderObject and Display as posted.
I do have an update for the tS Update 4 which I will share after you are done with your next release.
I was able to incorporate Components - Compositing and YafaRay Materials into the Material Editor Library/D3D Materials library place. Meaning you do not have to Right click the Library Places to populate the two above libraries now.
Also moved the Image Folder to the tS folder as requested.
Several posts back you said you were going to do a new release, but then it got delayed as you fixed stuff and I assume added new stuff. I have a mixture of old stuff, new stuff, individual items that came in over the days. It would be better if we were both working from the same base. Yours is the master since that is what will be delivered to the users. If you don't want to make a new release I would request to have your latest - YafaRay4tS node, Yafaray Folder, the offline render buttons and the YafarayScripts.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Okay here you go.
New - Yafaray Folder and YafarayScripts
Hope that you will be pleased.
I was not planning on updating the Update 4 until you are finish with your plugin.


YafaRay4tS9_9

YafaRay4tS panel
Panel edited all of the Lighting Methods aspects. Note: On first use, Select one in the Combo Ctrl and your Enter key.
I suspect that the Watch Dog are not the problem, it's the Combo Ctrls and how you use them, as well as the Tab Order.
tSDisplay - Set Bitmap Control to 320x240
Animation aspect - New Sequence Viewer

YafarayScripts/Render Object - Add Zoom 2 Selection and Render Scene code
New YafaRay4tS UI.PNG
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

Very nice.

I wanted to verify that I have the latest buttons and vray scripts. Does this look correct?

Render Animation:
OfflineRender.OpenView('',0,0);Activity.Run('/Scripts/Commands/RenderAnimation');
OfflineRender.OpenPreferencesPanel()

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)
}
OfflineRender.RenderAnimation('')
}
Render Object:
OfflineRender.OpenView('',0,0);Activity.Run('/Scripts/Commands/RenderObject');
OfflineRender.OpenPreferencesPanel()

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)
}
OfflineRender.RenderObject('')
}
Render Area:
Widgets.ReplaceWidget('{88839603-7F98-41f0-96AC-BE94E801CFF3}','/Widgets/Tools/Offline render/Area scene render','Default','','dummy')
OfflineRender.OpenPreferencesPanel()

Code: Select all

no vray stuff for render area
Render Scene
OfflineRender.OpenView('',0,0);Activity.Run('/Scripts/Commands/RenderScene');
OfflineRender.OpenPreferencesPanel()

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)
}
OfflineRender.RenderScene('')
}	
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Yes those are correct.
That's assuming that the OfflineRender.OpenPreferencesPanel() is the RMB command.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 18 Jun 2018, 12:15 Hope everything is going good with your update!
I am back to Version 8 and the Offline Render icon's RMB commands works as expected.
Just noticed that the Yafaray Spot light's Shadow does not work in the render.
Did a quick test and the render shadow works here.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Are you sure it is not an Infinite light that is giving you the Shadow?

For whatever reason, Infinite lights work but not Spot lights.
Can you share your scene?


On another note, the Render Object script could use a little love.
I did not work on much as it was just a proof of concept.

Few things that would be better.
If no selection, do not render.
If selection is Light, or Camera, do not render.
IE: Only objects.
I hooked up a tS Reset View commad and got an error because the Window was not selected.
This command works though;

Code: Select all

RsTool.ResetView('{2C152F81-45A2-4035-8896-9E49D60C8A7A}')
Other then that it worked good but only in a View that had been reset.
What would be awesome is if you could capture the view before running the Zoom 2 Selection, then restore it.
And also add Camera Views to the Zoom 2 Selection.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 19 Jun 2018, 01:31 Are you sure it is not an Infinite light that is giving you the Shadow?

For whatever reason, Infinite lights work but not Spot lights.
Can you share your scene?


On another note, the Render Object script could use a little love.
I did not work on much as it was just a proof of concept.

Few things that would be better.
If no selection, do not render.
If selection is Light, or Camera, do not render.
IE: Only objects.
I hooked up a tS Reset View commad and got an error because the Window was not selected.
Other then that it worked good but only in a View that had been reset.
What would be awesome is if you could capture the view before running the Zoom 2 Selection, then restore it.
And also add Camera Views to the Zoom 2 Selection.
Light has an adjustable cone, so yep, it's a spotlight.

Object Render does not zoom or do anything special, but I didn't know about reseting the view to make it work.

attached is my scene file and the new plugin file that's required for render file selection dialog

changes so far:
fixed normalmap export
uses default Image folder in tS folder- don't see easy way to have Animation folder as well except maybe as a special reset button
fixed blank file name error
added bforartists as one of the defaults for yafaray xml
was rendering to the temp path instead of the render file path
one section of code was ignoring the selected custom temp folder
full file path defaults into the render file dialogs on win7 and up, already worked on winxp
Attachments
SpotShadow.RsScn
(2.26 MiB) Downloaded 194 times
Clintons3dPlugin.zip
(1.22 MiB) Downloaded 176 times
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 19 Jun 2018, 04:24 Light has an adjustable cone, so yep, it's a spotlight.

Object Render does not zoom or do anything special, but I didn't know about reseting the view to make it work.

attached is my scene file and the new plugin file that's required for render file selection dialog

changes so far:
fixed normalmap export
uses default Image folder in tS folder- don't see easy way to have Animation folder as well except maybe as a special reset button
fixed blank file name error
added bforartists as one of the defaults for yafaray xml
was rendering to the temp path instead of the render file path
one section of code was ignoring the selected custom temp folder
full file path defaults into the render file dialogs on win7 and up, already worked on winxp
It is not a requirement that you have to Reset your view in order for the Render Object to work.
Question, in those senarios that your modified Zoom 2 Selection script in the RenderObject did not do anything special, does your tS Background Zoom 2 Selection (Ctrl = MMB Double Click) or (Shift + LMB Drag) work any different?
If you are viewing from a Camera when using the Render Object, you will not see anything special, but the render will be different. But only if you have YafaRay4ts set to render from View.
Also it does not work unless the window has focus in typical tS7 fashion.

Are you sure you want the defaults to point to the Image Folder?
Just a thought...
What about a user that does not have the Update 4 ?

I will try your scene after your reply to the following:

Have you made any changes to your YafaRay4tS.RsObj?
Are all the changes related to your Plugin?
Do I need to exchange my YafaRay4tS.RsObj in System with the YafaRay4tS.RsObj in your SpotShadow.RsScn?

These files shown in the screen shot are invisible in my File Explorer, no way to delete them.
First three were created from YafaRay4tS Beta4 last week, the Example.RsObj and InpitBitmap.png were created from tS761B8.
Can you create a script for me that I can use to delete these files. If so you can write it so it deletes one of these files, and I can change that file in your script to delete the others one at a time. Just to make it simple.
Invisible files.PNG
Invisible files.PNG (8.27 KiB) Viewed 4278 times

Updates from me:
tS7.61B8.4_YafaRay4tS9_7 'This is the lastest yafaray update for the Update 4 Beta posted in this thread'
That included your Clintons3dPlugin.rsx v.1638412

YafaRay4tS9_8
'This is not an update for the Update 4 Beta' Deleted from this thread
YafaRay4tS9_9 'This is the latest update and is not an update for the Update 4 Beta posted in this thread'
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

I made changes to the YafaRay4tS
Not all the changes are related to the plugin
Exchanges of the YafaRay4tS may be optional. Only thing that will not work will be the render file dialog.

You can try deleting the files from that screen where they are visible. Select and press the delete key. Where are the visible? can't tell from cropped screenshot is it in open or save dialog?
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 19 Jun 2018, 17:18 I made changes to the YafaRay4tS
Not all the changes are related to the plugin
Exchanges of the YafaRay4tS may be optional. Only thing that will not work will be the render file dialog.

You can try deleting the files from that screen where they are visible. Select and press the delete key. Where are the visible? can't tell from cropped screenshot is it in open or save dialog?
Still not sure from your reply. Optional?
Is the YafaRay4tS in your scene the updated one?
If so does the Render File Dialog work with it, if I update your new plugin?

The screen shot was from using the File Dialog button on the Output Render File that runs:

Code: Select all

Activity.Run("%THIS_NAME%" + "/GetRenderFile");
Using my Delete key worked.
Duh, how simple was that?
Thank you.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 19 Jun 2018, 18:09
clintonman wrote: 19 Jun 2018, 17:18 I made changes to the YafaRay4tS
Not all the changes are related to the plugin
Exchanges of the YafaRay4tS may be optional. Only thing that will not work will be the render file dialog.

You can try deleting the files from that screen where they are visible. Select and press the delete key. Where are the visible? can't tell from cropped screenshot is it in open or save dialog?
Still not sure from your reply. Optional?
Is the YafaRay4tS in your scene the updated one?
If so does the Render File Dialog work with it, if I update your new plugin?

The screen shot was from using the File Dialog button on the Output Render File that runs:

Code: Select all

Activity.Run("%THIS_NAME%" + "/GetRenderFile");
Using me Delete key worked.
Duh, how simple was that?
Thank you.
It's optional in that if you want to you can type in the render filename manually. If you want to use the file dialog you have to use the latest plugin.
You can also share your scene file for me to look at.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Check this out and see if you like it.
Condensed the UI by half vertically in the Link Editor.
Color Picker or you can switch to the Color Dialog.
Attachments
YafaRay Spot.RsObj
(136.63 KiB) Downloaded 178 times
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 20 Jun 2018, 00:39 Check this out and see if you like it.
Condensed the UI by half vertically in the Link Editor.
Color Picker or you can switch to the Color Dialog.
New YafaRay Spot light with color picker.PNG
Impressive, but limiting. I think if you can make the color selection 2 dimensional like the regular color picker it would be a good replacement for it. The interactive color change is way better than the built in color picker.
Clinton Reese

http://clintons3d.com
User avatar
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

Post by bitkar »

small Q: is it possible to make sliders for some basic number ranges in such panels as they are in model side material editor? Its especially very handy for ranges of 0-1 ... you visually know where you are in the given/usuall range.
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 20 Jun 2018, 03:31 Impressive, but limiting.
Did you notice the Color button? LMB = Color / RMB = Color Picker
RMB = Color Picker
RMB Color Picker.PNG
RMB Color Picker.PNG (42.13 KiB) Viewed 4078 times
LMB = Color
LMB tS Color.PNG
clintonman wrote: 20 Jun 2018, 03:31 I think if you can make the color selection 2 dimensional like the regular color picker it would be a good replacement for it.
Could you give me an example, like say a pictue?
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 20 Jun 2018, 12:18 ...
Did you notice the Color button? LMB = Color / RMB = Color Picker
RMB = Color Picker
...
Could you give me an example, like say a pictue?
Yes, I did notice it.
PickerLimits.jpg
Red shows the colors available with your color picker, which comes to hundreds of colors. White shows all the missing colors and when the white area is combined with the slider on the right you get more than 65000 color choices. It's fine if you don't want to do it, in that case the only thing missing is a button to copy the color from your color picker into the original color so it can be picked up by the render.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 20 Jun 2018, 14:38 The only thing missing is a button to copy the color from your color picker into the original color so it can be picked up by the render.
Thanks Clinton,
Did not realize that the above was necessary. I was able to update the Color Picker to copy it's picked color into the Color attribute. Thanks for the advice, do not need the Switch button now! I made another Bitmap as you suggested. I would not know how to create that Lum channel from the picked color. Wouldn't the Intensity do the same thing?
Hummm… there is not Intensity on the Yafaray Spot light.
I'll be darn, flipped over to the Model side to check out the Light Material Editor and it's color picker changes the color on tS lights. Never knew.

Not to sure if the Picker can pickup all of the colors with it so small in the Bitmap Control. The image is 175x176.
If it does not work maybe I could create another aspect and make it bigger as shown, not included in this attachment.
YS3.PNG
YS3.PNG (18.25 KiB) Viewed 4057 times
Color aspect.PNG
Color aspect.PNG (18.78 KiB) Viewed 4064 times
On another note:
I noticed that your Yafaray IES Spot does not have:
Photon Only
Shadow Fuzziness

Infinite and Point lights only have Difuse and Caustic
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

Wow, very nice.

Yes, it needs to be bigger I think each direction corresponds to 256 values so the central color portion needs to be at least 256 x 256 to get all the values.
I'll see what I can find out about the gray linear control. It seems to blend from black through the chosen color to white.

Good catch on the missing light attributes.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Thanks!
Give me a list of what lights support what and see what I can do.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 20 Jun 2018, 19:05 Thanks!
Give me a list of what lights support what and see what I can do.
All lights have photon only, caustic photons, diffuse photons.
IES lights don't have shadow fuzziness. Probably built into the ies data. Do move the samples below the soft shadows checkbox because it is only used when soft shadows are enabled.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

ColorPickerAlpha.jpg
I have a working prototype - ie ugly as heck

The areas indicated in white are the valid areas to use.

It needs the top portion to be color only.
The bottom portion to be black and white bar without color. Black and white needs to be reversed as well. Black on left white on the right.
Attachments
YafaRay Spot3_B.RsObj
(146.89 KiB) Downloaded 172 times
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Ah cool! But I just finished the IGS Spot. Ugh!
Hopefully I can just add the Bitmap and LUM to what I have.
From the picture you have black on the right.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 20 Jun 2018, 21:06 ...
From the picture you have black on the right.
Correct, because I didn't change the original image I just copied it.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

clintonman wrote: 20 Jun 2018, 21:15
trueBlue wrote: 20 Jun 2018, 21:06 ...
From the picture you have black on the right.
Correct, because I didn't change the original image I just copied it. So it needs the color portion removed and the black and white reversed.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Only problem with this is Resetting the Lum. It resets okay, but does not update the Color.
You have to repick a color after you reset, to get say a trueBlue color, 0 0 255 RGB
Edit: Got it. Add this to the Top Color Picker to the beginning of the script.

Code: Select all

Node.ConReset("%THIS_NAME%", "lum")
Also put a tiny bit of separation between the two Color Pickers.
Shouldn't the LumBitmap's lum attribute's Default be 1.000 ?


Infinite and Point lights do not have any Soft Shadows and Fuzzy Love?
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 20 Jun 2018, 22:26 Only problem with this is Resetting the Lum. It resets okay, but does not update the Color.
You have to repick a color after you reset, to get say a trueBlue color, 0 0 255 RGB
Edit: Got it. Add this to the Top Color Picker to the beginning of the script.

Code: Select all

Node.ConReset("%THIS_NAME%", "lum")
Also put a tiny bit of separation between the two Color Pickers.
Shouldn't the LumBitmap's lum attribute's Default be 1.000 ?


Infinite and Point lights do not have any Soft Shadows and Fuzzy Love?
If you add that code then any time you choose a color the lum will reset.

Changed lum default to 1.0, white color.

Changed power default from 1.0 to 5.0 because 1.0 is to low for anything useful.
Caustic and Diffuse checked by default.
Probably need to change these values for all the lights. Think no defaults were ever set.

The two color pickers need more separation. It's too easy to stray into the other messing up your color choice. Generally, now that we have immediate color feedback the user would probably be looking in the 3D view while adjusting.
Put more space between them.

The color portion never makes it to gray at the bottom. It gets close but still see color. All the values at the bottom of the color portion should produce gray.

No soft shadows or fuzzy for infinite and point lights.
Attachments
YafaRay Spot3_C.RsObj
(147.21 KiB) Downloaded 180 times
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

This one does not work unless you select the Lum first, when it's set at 1.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 21 Jun 2018, 02:14 This one does not work unless you select the Lum first, when it's set at 1.
Right, that's the way the built in color picker works to. If color is white you have to change the lum to a lower value to see color. If you want to see color change without first changing the lum it's default needs to be less than 1 with 0.5 giving maximum saturation.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

Update of changes since last upload.
YafSetupAndRenderPanels.jpg
"Use Render To File Dialog" - opens a new floating panel instead of just rendering. panel is very rough proof of concept
"Use OptiDetector Viewer" - option so optidetector does not automatically override the older internal display
--
DisplaySaveButton.jpg
DisplaySaveButton.jpg (30.61 KiB) Viewed 4350 times
added a "Save Image" button to the intenal viewer, just ordinary tS file dialog, no button for optdetector display

render area - fixed. it only works in camera view with camera render or perspective view with view render


checked the default render file location and it already falls back to a temp folder if Image Folder does not exist

changes that were included in the scene file that was previously shared:
fixed normalmap export
uses default Image folder in tS folder- don't see easy way to have Animation folder as well except maybe as a special reset button
fixed blank file name error
added bforartists as one of the defaults for yafaray xml
was rendering to the temp path instead of the render file path
one section of code was ignoring the selected custom temp folder
full file path defaults into the render file dialogs on win7 and up, already worked on winxp
Attachments
YafarayScripts3b3e.RsObj
(47.47 KiB) Downloaded 180 times
YafaRay4tSb3ae.RsObj
(738.34 KiB) Downloaded 199 times
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Lots of great improvements! Can't wait to try it out, most likely tomorrow.

With regards to the light's Color Picker.
When I started this I was studying Model side lights, settings, and Light Material Editor.
Thought it would very handy to have something simple that you could easy breezy pick a color built into the lights.
Instead of Double clicking the Color, move Mouse way over the left of the screen, pick color, select Ok.
Very cumbersome.
Do you remember me asking if Intensity would work in a previous post?
I am pretty sure, along with a few other settings is how the Model's Light Material Editor works.
Pick a color and adjust the Intensity to lighten or darken the picked color.
Check it out.

My thought is to have one Color Picker and a Scrubber for Intensity (0 -2) (1 = No Intensity) for all of the tS Lights and YafaRay Lights. You still can use tS Color for more advance options. My thought is to have a Bitmap that has all of the colors 256x256 pixels and at the bottom have a smaller band with 256 pixels with white to black. Or scratch the white and black band and just use the Intensity settings? Think it would be easier to just pick white to black from the Color Picker.
If you agree, it would be awesome if you can help me with the Intensity.
tS lights already have Intensity but does not effect the Color attribute, but that is okay given that it is real time.


Don't get me wrong, it is awesome what you created with the Lum addition. But I think that should be for a Material Editor, not a Light Material Editor. The Model's Light Material editor only has one color picker.
Or for the Yaf lights maybe a simple Color Picker with Intensity on the front panel and your more advance one for the Color aspect?
Not sure if this is possible but if you could transfer the code from the bottom color picker to the LumBimap object and make it into a Slider instead of a color picker?


Here are some various images for the Color Picker.
The Color picker image has White at the top and Black at the bottom. If you pick from the top and drag straight down it goes from White to Black with the picked color. Seems to me that you would need Intensity with this one. It also works well with your Lum picker, IF your add the Reset 'lum' to 0.500 in the top color picker.
Color Picker Image with Lum.PNG
Color Picker Image with Lum.PNG (72.58 KiB) Viewed 4300 times
Here is a scene with your latest version and mine using the above.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

Haven't downloaded yet, but quick note: If you want access to all colors available you have to have the slider. Color is 3D (red, green, blue) so having only a 2D shape would limit the colors available.
256 * 256 = 65,536 colors,
256 * 256 * 256 = 16,777,216 colors

The thing about this new one, based on the picture, I haven't tried it yet, is that it goes from black to color to white, so all 3 axis are together which might make it difficult to have a meaningful slider. The modelside goes from color to white then the intensity is the slider.

I'll download and give a better answer later.

There's no reason we can't have more than one color picker. So yeah...
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

Testing your new update.

Default Setup settings
I think View should be the default.

'Start console window minimized'
I am not a fan of having the console window showing. But that is just me, so take no offense!
'Delete XML file after render'
Do not understand why you would want to have these files. Especialy when rendering Animations! Could potionaly have thousands of XML files!
For me these options are for Advance users, and should be checked as defaults.

TGA Viewer
Suggestions when using the TGA Viewer:
Is there anyway to add code to Uncheck 'Use Internal Viewer' ?
Is there anyway to change the Render File type being used to tga, so you do not get that error?
Or an Alert/return; "Need to change the Render file type to TGA"
If not I would suggest to make TGA the default image type.
Defaults TGA.PNG
Defaults TGA.PNG (3.93 KiB) Viewed 4293 times
///////////////////////////////////////////////////////////////

First Render
For what ever reason the first render takes a long time to show the Display.
You get the impression nothing is happening. Mind you this is a simple scene with a Plan and Sphere.
Have not rendered any complex scenes, but I imagine that it takes longer to render.
After the first render, there is no delay.
Suggesting that you add a Status message that "YafaRay4tS is rendering..." and then remove it after showing the Display.

Render to File Dialog
Suggesting that you add a status message that the file was saved.

Area Render works much better!

Render Animation
Without changing any of the default settings, and without having any Keyframes set, the Display updates as if it is rendering and the tS Animation Editor starts running how ever many frames are entered into the Timeline, but there is no images being created.
Wonder if you could use this command to check if there is no Keyframes.
If there is no Keyframes then do not render?
An object needs to be selected or you get an error!

Code: Select all

RsAnim.SelectAll('')
Next test, added some Keyframes, selected Render Animation button. Display shows the different images in the animation. No images were created.
Update: Just went to the Temp folder and now the animation images are showing.



You last post:
Been searching for image to use that is better, so far no luck.
Just do not like that the Top Color Picker does not work when the 'lum' default is set to 1.
That is not good!
Presently we do not have a LUM channel that shows the picked color changing from light to dark, like it is in the tS Color picker.

Here is another image I found:
https://www.cambridgeincolour.com/tutor ... -depth.htm

This one looks like tS Color picker
https://blogs.windows.com/buildingapps/ ... Mi4S8Wt.97

And for your a unique color picker image
https://allrgb.com/
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 21 Jun 2018, 16:17 Testing your new update.

Default Setup settings
I think View should be the default.

'Start console window minimized'
I am not a fan of having the console window showing. But that is just me, so take no offense!
'Delete XML file after render'
Do not understand why you would want to have these files. Especialy when rendering Animations! Could potionaly have thousands of XML files!
For me these options are for Advance users, and should be checked as defaults.

...
When I push the Restore All Defaults button in the Misc tab, those items are already in place.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 21 Jun 2018, 16:17
You last post:
Been searching for image to use that is better, so far no luck.
Just do not like that the Top Color Picker does not work when the 'lum' default is set to 1.
That is not good!
Presently we do not have a LUM channel that shows the picked color changing from light to dark, like it is in the tS Color picker.

...
So why not use the original default lum of 0.5? I changed it to 1.0 at your request.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 21 Jun 2018, 16:17 ...

Render to File Dialog
Suggesting that you add a status message that the file was saved.

...
RednerToFileDraft1.jpg
Is that the prototype panel you're talking about? If so, nothing has been done on that. It's just a copy of the animation tab in a floating window without the playback elements. I wanted to get your feedback on what should go there since you had a panel design from earlier.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 21 Jun 2018, 23:37
trueBlue wrote: 21 Jun 2018, 16:17
You last post:
Been searching for image to use that is better, so far no luck.
Just do not like that the Top Color Picker does not work when the 'lum' default is set to 1.
That is not good!
Presently we do not have a LUM channel that shows the picked color changing from light to dark, like it is in the tS Color picker.

...
So why not use the original default lum of 0.5? I changed it to 1.0 at your request.
I did not request that change, nor did I change the Default from 0.5 to 1.0 in the script. You did this when I came up with the idea to reset it in the top picker. When that change happened is when the top picker would not work.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 21 Jun 2018, 23:44
trueBlue wrote: 21 Jun 2018, 16:17 ...

Render to File Dialog
Suggesting that you add a status message that the file was saved.

...
RednerToFileDraft1.jpg
Is that the prototype panel you're talking about? If so, nothing has been done on that. It's just a copy of the animation tab in a floating window without the playback elements. I wanted to get your feedback on what should go there since you had a panel design from earlier.
In my limited testing this morning, I noticed that panel one time. When I tested it there after, I just see a Window/panel flash. As I recall it did save the image. I'll test it so more.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

These are the only options for color pickers I've ever heard of all from an old product called Jovian.
Jovian_Saturation.jpg
Jovian_Saturation.jpg (50.59 KiB) Viewed 4081 times
Saturation based = truespace workspace color picker / default windows color picker.
Bottom is black.
---
---
Jovian_Value.jpg
Value based = truespace modelspace color picker but spread out instead of in a circle / same color picker as in Blender
Bottom is white.
---
---
Jovian_Hue.jpg
Jovian_Hue.jpg (48.14 KiB) Viewed 4081 times
Hue based.
---
---
Jovian_Kelvin.jpg
Jovian_Kelvin.jpg (47.63 KiB) Viewed 4081 times
Kelvin based which only gives colors from things that produce light from heat, like various light bulbs. This one is really 1D, the color only changes from left to right.

My thoughts are to add these color pickers and your special color picker as different tabs on the lights.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 22 Jun 2018, 00:12 These are the only options for color pickers I've ever heard of all from an old product called Jovian.
Jovian_Saturation.jpg
Saturation based = truespace workspace color picker / default windows color picker.
Bottom is black.
---
---
Jovian_Value.jpg
Value based = truespace modelspace color picker but spread out instead of in a circle / same color picker as in Blender
Bottom is white.
---
---
Jovian_Hue.jpg
Hue based.
---
---
Jovian_Kelvin.jpg
Kelvin based which only gives colors from things that produce light from heat, like various light bulbs. This one is really 1D, the color only changes from left to right.

My thoughts are to add these color pickers and your special color picker as different tabs on the lights.
The second one from the top I read about saying it was used for Saturation.
Instead of creating several aspects and Color pickers, you could make a Bitmap Switcher.
Check out Dele's Auto Scale Bump material in the DX9 library
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 21 Jun 2018, 23:44
trueBlue wrote: 21 Jun 2018, 16:17 ...

Render to File Dialog
Suggesting that you add a status message that the file was saved.

...
RednerToFileDraft1.jpg
Is that the prototype panel you're talking about? If so, nothing has been done on that. It's just a copy of the animation tab in a floating window without the playback elements. I wanted to get your feedback on what should go there since you had a panel design from earlier.
What was your idea?
I see that when Render to File Dialog is checked, the Render Object, Render Scene, and Render Animation icons calls this aspect. Interesting how you are setting the aspect 2+6+7, how did you figure that one out? :)
Vray renders an image and has a toolbar button to save the image on the viewer.
If your idea is to render without the Displays, then they would need to be unchecked.
Or include those options on the panel?
In this quick mock up, I exported the Bitmap out from the Display. I mage shows the last rendered image. When you select Render Image the image shown on the panel does not update.
Most likely need to add close window frame to each button.
Capture.PNG
Or using the Bitmap 'Icon/Logo'
R2Ficon.PNG
Or no bitmap.
R2F.PNG
R2F.PNG (10.72 KiB) Viewed 4064 times
Or no Rendering options
R2F Save.PNG
R2F Save.PNG (9.25 KiB) Viewed 4059 times
Then there is the :? Render Passes...
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 20 Jun 2018, 22:26 ...
Shouldn't the LumBitmap's lum attribute's Default be 1.000 ?
..
That's why I changed it to 1.0.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 22 Jun 2018, 02:06 ...
What was your idea?
I see that when Render to File Dialog is checked, the Render Object, Render Scene, and Render Animation icons calls this aspect. Interesting how you are setting the aspect 2+6+7, how did you figure that one out? :)
Vray renders an image and has a toolbar button to save the image on the viewer.
If your idea is to render without the Displays, then they would need to be unchecked.
Or include those options on the panel?
The idea was to have a Render to File dialog.
Aspect number was from trial and error.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 22 Jun 2018, 02:24
trueBlue wrote: 22 Jun 2018, 02:06 ...
What was your idea?
I see that when Render to File Dialog is checked, the Render Object, Render Scene, and Render Animation icons calls this aspect. Interesting how you are setting the aspect 2+6+7, how did you figure that one out? :)
Vray renders an image and has a toolbar button to save the image on the viewer.
If your idea is to render without the Displays, then they would need to be unchecked.
Or include those options on the panel?
The idea was to have a Render to File dialog.
Aspect number was from trial and error.
Updated the previous Render to File post.
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 22 Jun 2018, 02:18
trueBlue wrote: 20 Jun 2018, 22:26 ...
Shouldn't the LumBitmap's lum attribute's Default be 1.000 ?
..
That's why I changed it to 1.0.
This was with regards to the YafaRay Spot3_B.RsObj.
I should have not said Default and I forget now why.
Edit: Now I remember after looking at it, the LumBitmap's lum attribute's Default was set at 0.500,
and the parameter was set at 1.000
Note that the LumBitmap's lum attribute was not being used to Reset the default from the front of the panel.
Then you changed the Bitmap's lum default to 1.000, that is when the top panel stopped working.
Attachments
Capture.PNG
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

While I was giving you examples of the Render to File panel, I started looking into the Render Passes.
I created a floating panel for it.
RP floating panel.PNG
Included is RenderPasses, RP_PanelFrame, and Open RenderPasses script.
You would need to change the Open Render Pass Panel button in the Misc aspect to:

Code: Select all

Activity.Run(Space.CurrentScene() + "/YafaRay4tS/Open RenderPasses")

Also noticed in your open panel script that you were not closing the frame before opening it.

Code: Select all

WindowsManager.CloseWindow("Project/Windows Manager Space/R2F_PanelFrame")
Not sure if it is needed, but I ran into that issue with the above.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 22 Jun 2018, 02:06
What was your idea?
I see that when Render to File Dialog is checked, the Render Object, Render Scene, and Render Animation icons calls this aspect. Interesting how you are setting the aspect 2+6+7, how did you figure that one out? :)
Vray renders an image and has a toolbar button to save the image on the viewer.
If your idea is to render without the Displays, then they would need to be unchecked.
Or include those options on the panel?
In this quick mock up, I exported the Bitmap out from the Display. I mage shows the last rendered image. When you select Render Image the image shown on the panel does not update.
Most likely need to add close window frame to each button.
Capture.PNG
Or using the Bitmap 'Icon/Logo'
R2Ficon.PNG
Or no bitmap.
R2F.PNG
Or no Rendering options
R2F Save.PNG
Then there is the :? Render Passes...
Thanks for the suggestions. I 'll go with some combination of the first and last images to start.
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 22 Jun 2018, 17:17 While I was giving you examples of the Render to File panel, I started looking into the Render Passes.
I created a floating panel for it.
RP floating panel.PNG
Included is RenderPasses, RP_PanelFrame, and Open RenderPasses script.
You would need to change the Open Render Pass Panel button in the Misc aspect to:

Code: Select all

Activity.Run(Space.CurrentScene() + "/YafaRay4tS/Open RenderPasses")

Also noticed in your open panel script that you were not closing the frame before opening it.

Code: Select all

WindowsManager.CloseWindow("Project/Windows Manager Space/R2F_PanelFrame")
Not sure if it is needed, but I ran into that issue with the above.
Got it, thanks.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

With the first example it was quick and dirty with including the Display Bitmap.
What I discovered after further test, was the conflict with the settings for Displays.
In the end it came to me that the Render to FIle should not be rendering.
Which is why I changed to Saving instead of Rendering.

Are you doing anything else with the Light's Color picker?
I would like to finish that project, but more importantly be in sync with what you want.
As I understand it you need a 24 bit png to get true color. This is the most reliable one I could find:
https://www.cambridgeincolour.com/tutor ... -depth.htm
Also you will find a compiled HDRColor.RsObj in the DX-View library.
Wondering if that would be better (faster) verses Color Format script?
Here is a YafaRaySpot using the HDRColor.
Used the Color Format and Interger2Number objects for individual RGB inputs.
YafaRay Spot_HDR.PNG
YafaRay Spot_HDR.PNG (68.94 KiB) Viewed 4031 times
I also need to update the Sequence Viewer but I would need to the save it as an YafaRay4tS.RsObj
If you could share your present version, I could make the few changes, and upload it.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

Ok, here is the latest.

Changes:
if not tga and using the external viewer then will abort with error message
fixed render to file popup by adding window close code
added render passes popup and made it wider
Attachments
YafaRay4tSebd7.RsObj
(745.76 KiB) Downloaded 162 times
Clinton Reese

http://clintons3d.com
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

YafaRay website is back.
Yesterday on Facebook, "A dedicated team of people are working to bring back an updated GDPR compliant YafaRay web site since is not possible to do it with the current one. We will post more information and screenshots as soon as possible. Sorry for the inconvenience. Regards."

the site looks the same so I guess it's temporary until the new site goes up.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 22 Jun 2018, 20:31 Ok, here is the latest.

Changes:
if not tga and using the external viewer then will abort with error message
fixed render to file popup by adding window close code
added render passes popup and made it wider
Thanks!
Sequence Viewer
Exported the Count, so now you can set how ever many images you want.
Updated the Tab order.

Render Pass panel snaps to the Stack now and set the OwnedBy.

Also updated the YafaRay Spot light in the previous post.
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 22 Jun 2018, 17:41 ...
As I understand it you need a 24 bit png to get true color. This is the most reliable one I could find:
https://www.cambridgeincolour.com/tutor ... -depth.htm
Also you will find a compiled HDRColor.RsObj in the DX-View library.
Wondering if that would be better (faster) verses Color Format script?
Here is a YafaRaySpot using the HDRColor.
Used the Color Format and Interger2Number objects for individual RGB inputs.
YafaRay Spot_HDR.PNG
...
The HDR name is misleading since the image is not high dynamic range. To get a hdr image the image would have to be exr or hdr format. Feeding into the HDRColor node doesn't convert it.
Clinton Reese

http://clintons3d.com
User avatar
trueBlue
Captain
Posts: 5548
Joined: 06 Jul 2009, 22:50
Type the number ten into the box: 10

Re: Yafaray4tS v0.9.0

Post by trueBlue »

The name was just meant to identify as different version.
The HDR was used just for color
User avatar
clintonman
Captain
Posts: 5659
Joined: 21 May 2009, 21:08
Type the number ten into the box: 0
Location: California

Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 23 Jun 2018, 03:52 The name was just meant to identify as different version.
The HDR was used just for color
Roger that.

I think that I only have 1 more thing to do on the YafaRay4tS node before it's done.

Edit: Doh, make that 2 more things. Just found a bug in the file dialog that causes tS crash.
Clinton Reese

http://clintons3d.com

Return to “Rendering”