Yafaray4tS v0.9.0

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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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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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what the hell.... this looks like something from Startrek to me :D
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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

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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

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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

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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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

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

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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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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

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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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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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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

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Are you using seamless textures?
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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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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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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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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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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

Post by trueBlue »

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

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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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