YafaRay4tS v1.0.0

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YafaRay4tS v1.0.0

Post by clintonman »

YafaRay_3D_Texture_Test.gif
Image is animated maybe click to see it?
bottom is uv and top is global texture coordinates


Small update that adds support for 3D texture renders for the wood, marble, cloud and voronoi procedural textures. It also fixes a bug where animations cannot be rendered from the Unofficial Updates Standalone version.

There are 2 installers, one for the Unofficial Updates and another that requires many more steps to install all the prerequisites. The only prerequisite for the UU is that the rsx plugin Clintons3dPlugin is at or above v163850.

http://clintons3d.com/plugins/truespace ... faray.html

Other changes:

opens the procedural texture panels in a floating window instead of the stack
Texture Coordinates options - UV, Global, Generated
Negative option - The effect of the Texture is negated
Blend Mode options - mix, add, muliply, substract, screen, difference, darken, lighten, overlay
wood, marble, cloud and voronoi nodes only exist in the Components - Compositing library, removed from the YafaRay Materials library
updates all the status messages to use the plugin based status message
fix broken blend material to export colors properly
fix broken clouds color export
scene utilities will update blend materials
fix bug when try to render compound non-yafaray materials from older tS sample file
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

YafaRay Spotlights

Edit: Changing ThresholdAttenuation to 0.000 looks like a better option too

Currently, AttQuadratic is set to 0.000
Before.png
.
If I change AttQuadratic to 0.050, I do not get the Ughly results
After.png
Render Before
GlassBefore.png
.
Render After
GlassAfter.png
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Here is the updated YafaRay Lights library
Let me know if you approve
Removed due to update
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Re: YafaRay4tS v1.0.0

Post by clintonman »

YafLightsFalloff01.jpg

Not there yet. Image has 3 spotlights all with the default values but at different heights.
The falloff needs work, only the lowest spot on the right matches the render.
Maybe I can apply some of the glTF falloff lessons to it. There's nothing I could find in the YafaRay docs that mentions what the falloff should be, so hopefully it's similar. I think I have a YafaRay slide presentation, maybe it will give a clue, I'll check there first.

Found it in the wayback machine,

https://web.archive.org/web/20120929122 ... nglish.pdf

Its from a crash course by one of the authors or users of YafaRay.

"Fast and good results, thanks to
raytracing and YafaRay physically
based rendering
techniques."

This makes me think the lights need inverse square falloff, so I think you're on the right track focusing on AttQuadratic
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Re: YafaRay4tS v1.0.0

Post by clintonman »

YafLightsFalloff03.jpg
top original glass render, bottom background power set to 0


Still experimenting but here's an important note for the glass scene. The background light needs to be turned off to even begin matching the trueSpace spotlight with the rendered result.
Background panel > Power = 0

Edit: another note is that the ground plane is a single face so it needs to be subdivided to look proper inside tS
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Re: YafaRay4tS v1.0.0

Post by clintonman »

YafLightsFalloff04.jpg
Getting much closer now.

Ground plane divided to 289 vertices
Background Power=0
3 lights from my test scene added to the glass scene
Helper script for testing to set all the lights attquadratic and power division values

AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001
inside ../YafaRay Spot/Color Picker/Yafaray Helper changed from Power = Power * 50 to Power = Power / 35

Next is converting the 3 test lights to different yafaray light types to check their attenuation values and power math.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

I also changed ThresholdAttenuation to 0.000 in the Spotlights that I uploaded

This is the from the YafaRay Scenes library
Glass
Same settings as the original with the new (1/3/2024) YafaRay4tS panel, Materials, and modified Spotlight
Original Plane is not sub divided
Screenshot (112).png
You might want to try a new Workspace Scene and use the YafaRay4tS Utilities to convert the lights
The YafaRay4tS Utilities does not alter the Attenuation values
This is what lead me to experiment with the Attenuation values
Berfore.png
.
AttQuadratic = 0.050
ThresholdAttenuation = 0.050
AttQuadratic 0.050.png
.
AttQuadratic = 0.050
ThresholdAttenuation = 0.000
ThresholdAttenuation 0.000.png
.
Here is new purposed scene from the YafaRay4tS Setup library
(1/3/2024) YafaRay4tS panel
Note: This will need to be updated to the latest release
Attachments
YafaRay4tSe643.RsScn
(2.05 MiB) Downloaded 139 times
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Re: YafaRay4tS v1.0.0

Post by clintonman »

Here's the updated lights library.

Area Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
IES Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 22
Point Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
Spot Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30

Sphere Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 50
Sphere Light needs a fix to the YafaRay4tS LightsFnSet, it exports at double the size
Added Longitude and Latitude inputs for use with the sphere light Render option
Exported the ORA
Attachments
YafaRay Lights.zip
(4.78 MiB) Downloaded 132 times
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

clintonman wrote: 05 Jan 2024, 19:29 Here's the updated lights library.

Area Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
IES Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 22
Point Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
Spot Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30

Sphere Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 50
Sphere Light needs a fix to the YafaRay4tS LightsFnSet, it exports at double the size
Added Longitude and Latitude inputs for use with the sphere light Render option
Exported the ORA
Most likely, a big Ask?
Any chance the YafaRa4tS Scene Utilities can adjust to the above values?
Even bigger Ask?
Can you do the same as you did with the Convert Light Types?

Code: Select all

if( (connector[3] & CONFLG_HIDDEN) != 0 && connector[0] != "LE2Data") continue;
if((connector[3] & CONFLG_IN) == 0 && connector[0] != "LE2Data") continue;
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Ugh, you removed the YafaRay Light(s) Color inputs from the ORA panel
No 3D View indication to what the Color is

Here is a working YafaRay4tS Help.chm file for your installer
Date created 12/24/2019 1:11 PM
For whatever reason the pages are not showing in yours
Attachments
YafaRay4tS Help.zip
(721.41 KiB) Downloaded 135 times
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 05 Jan 2024, 23:31 Ugh, you removed the YafaRay Light(s) Color inputs from the ORA panel
No 3D View indication to what the Color is

Here is a working YafaRay4tS Help.chm file for your installer
Date created 12/24/2019 1:11 PM
For whatever reason the pages are not showing in yours
The only ORA panel I touched was the Sphere light, so don't know what you mean about color inputs.
Based everything off of what I got from you and I don't see any color stuff in there.
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Re: YafaRay4tS v1.0.0

Post by clintonman »

clintonman wrote: 06 Jan 2024, 00:32
trueBlue wrote: 05 Jan 2024, 23:31 Ugh, you removed the YafaRay Light(s) Color inputs from the ORA panel
No 3D View indication to what the Color is

Here is a working YafaRay4tS Help.chm file for your installer
Date created 12/24/2019 1:11 PM
For whatever reason the pages are not showing in yours
The only ORA panel I touched was the Sphere light, so don't know what you mean about color inputs.
Based everything off of what I got from you and I don't see any color stuff in there.
LightsORA.jpg
Yep you must have uploaded the wrong set of lights. I based everything off of the left light which came from your upload. The light on the right is from the last UU release. It doesn't work right, errors in color picker and the wire color looks red instead of blue.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

My mistake, it looks like the Yafaray Helper or they way they now hooked up
Yafaray Helper.png
.
As you can see the Light Color is red but exports as black
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 05 Jan 2024, 22:57
clintonman wrote: 05 Jan 2024, 19:29 Here's the updated lights library.

Area Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
IES Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 22
Point Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
Spot Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30

Sphere Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 50
Sphere Light needs a fix to the YafaRay4tS LightsFnSet, it exports at double the size
Added Longitude and Latitude inputs for use with the sphere light Render option
Exported the ORA
Most likely, a big Ask?
Any chance the YafaRa4tS Scene Utilities can adjust to the above values?
Even bigger Ask?
Can you do the same as you did with the Convert Light Types?

Code: Select all

if( (connector[3] & CONFLG_HIDDEN) != 0 && connector[0] != "LE2Data") continue;
if((connector[3] & CONFLG_IN) == 0 && connector[0] != "LE2Data") continue;
Not sure what you're asking.
Is it "dont copy the old light AttConstant, AttLinear or AttQuadratic onto the replacement light"
and "dont copy LE2Data from the old light to the replacement light"
Is that what you're saying?
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

I easiest way to explain it, is try the YafaRay4tS Scene Utiliities - Convert Lights on a new Workspace Scene
You lose all of the YafaRay Lights' Default Attenuation settings and the Workspace Lights move to a different location in the LE

You fixed the last part with your Convert Light Types script using the hidden LE2Data connectors
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 06 Jan 2024, 01:34 I easiest way to explain it, is try the YafaRay4tS Scene Utiliities - Convert Lights on a new Workspace Scene
You lose all of the YafaRay Lights' Default Attenuation settings and the Workspace Lights move to a different location in the LE

You fixed the last part with your Convert Light Types script using the hidden LE2Data connectors
So to paraphrase
"dont copy the old light AttConstant, AttLinear or AttQuadratic onto the replacement light"
and "do copy LE2Data from the old light to the replacement light in the hopes that it takes it's place in the link editor"

If I somehow "fixed the last part with your Convert Light Types script" it was because you said to do it. I dont do LE2Data stuff except on request.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

clintonman wrote: 06 Jan 2024, 01:42
trueBlue wrote: 06 Jan 2024, 01:34 I easiest way to explain it, is try the YafaRay4tS Scene Utiliities - Convert Lights on a new Workspace Scene
You lose all of the YafaRay Lights' Default Attenuation settings and the Workspace Lights move to a different location in the LE

You fixed the last part with your Convert Light Types script using the hidden LE2Data connectors
So to paraphrase
"dont copy the old light AttConstant, AttLinear or AttQuadratic onto the replacement light"
and "do copy LE2Data from the old light to the replacement light in the hopes that it takes it's place in the link editor"

If I somehow "fixed the last part with your Convert Light Types script" it was because you said to do it. I dont do LE2Data stuff except on request.
Actually, you said it was a Good Suggestion or something like that
Edit:
viewtopic.php?p=65414#p65414
What you did there, is frickin bitchin :mrgreen:
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 06 Jan 2024, 01:53
clintonman wrote: 06 Jan 2024, 01:42
trueBlue wrote: 06 Jan 2024, 01:34 I easiest way to explain it, is try the YafaRay4tS Scene Utiliities - Convert Lights on a new Workspace Scene
You lose all of the YafaRay Lights' Default Attenuation settings and the Workspace Lights move to a different location in the LE

You fixed the last part with your Convert Light Types script using the hidden LE2Data connectors
So to paraphrase
"dont copy the old light AttConstant, AttLinear or AttQuadratic onto the replacement light"
and "do copy LE2Data from the old light to the replacement light in the hopes that it takes it's place in the link editor"

If I somehow "fixed the last part with your Convert Light Types script" it was because you said to do it. I dont do LE2Data stuff except on request.
Actually, you said it was a Good Suggestion or something like that
Edit:
viewtopic.php?p=65414#p65414
"...great suggestion.." is exactly what I said. At your suggestion/request. Back in October as if I would remember that far back. :lol: Had no clue until you shared the link.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Got the YafaRay Lights sorted
As you can see, the inner mesh shows the Color
The outer mesh is just a decoration
ORA panels are normal and the Scene ORA works as expected
Yafaray Helper out Color hooks up the Light Shader
YafaRat Area Light.png
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 05 Jan 2024, 22:57
clintonman wrote: 05 Jan 2024, 19:29 Here's the updated lights library.

Area Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
IES Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 22
Point Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
Spot Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30

Sphere Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 50
Sphere Light needs a fix to the YafaRay4tS LightsFnSet, it exports at double the size
Added Longitude and Latitude inputs for use with the sphere light Render option
Exported the ORA
Most likely, a big Ask?
Any chance the YafaRa4tS Scene Utilities can adjust to the above values?
Even bigger Ask?
Can you do the same as you did with the Convert Light Types?

Code: Select all

if( (connector[3] & CONFLG_HIDDEN) != 0 && connector[0] != "LE2Data") continue;
if((connector[3] & CONFLG_IN) == 0 && connector[0] != "LE2Data") continue;
Here is the updated Convert Lights and Convert Cameras that lives inside the YafaRay4tS Scene Utilities.
It seems to work with the new workspace scene as you suggested.
Tried it with the glass scene and the LE2Data copy didnt work. The light in that scene had several LE2Data connectors so there is no way to copy it. Could be true for all the yafaray lights.
Attachments
Convert Cameras.RsObj
(10.06 KiB) Downloaded 120 times
Convert Lights.RsObj
(15.1 KiB) Downloaded 119 times
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 05 Jan 2024, 23:31 ...

Here is a working YafaRay4tS Help.chm file for your installer
Date created 12/24/2019 1:11 PM
For whatever reason the pages are not showing in yours
Got it, thanks.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

clintonman wrote: 06 Jan 2024, 03:31
trueBlue wrote: 05 Jan 2024, 22:57
clintonman wrote: 05 Jan 2024, 19:29 Here's the updated lights library.

Area Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
IES Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 22
Point Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30
Spot Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 30

Sphere Light - AttConstant=0, AttLinear=0.05, AttQuadratic=0.0001, helper has Power / 50
Sphere Light needs a fix to the YafaRay4tS LightsFnSet, it exports at double the size
Added Longitude and Latitude inputs for use with the sphere light Render option
Exported the ORA
Most likely, a big Ask?
Any chance the YafaRa4tS Scene Utilities can adjust to the above values?
Even bigger Ask?
Can you do the same as you did with the Convert Light Types?

Code: Select all

if( (connector[3] & CONFLG_HIDDEN) != 0 && connector[0] != "LE2Data") continue;
if((connector[3] & CONFLG_IN) == 0 && connector[0] != "LE2Data") continue;
Here is the updated Convert Lights and Convert Cameras that lives inside the YafaRay4tS Scene Utilities.
It seems to work with the new workspace scene as you suggested.
Tried it with the glass scene and the LE2Data copy didnt work. The light in that scene had several LE2Data connectors so there is no way to copy it. Could be true for all the yafaray lights.
Awesome!
Did not forget ThresholdAttenuation?
Correction:
Did you forget ThresholdAttenuation?

Code: Select all

if(connector[0] == "AttConstant" || connector[0] == "AttLinear" || connector[0] == "AttQuadratic" || connector[0] == "ThresholdAttenuation")
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 06 Jan 2024, 04:21
clintonman wrote: 06 Jan 2024, 03:31
trueBlue wrote: 05 Jan 2024, 22:57
Most likely, a big Ask?
Any chance the YafaRa4tS Scene Utilities can adjust to the above values?
Even bigger Ask?
Can you do the same as you did with the Convert Light Types?

Code: Select all

if( (connector[3] & CONFLG_HIDDEN) != 0 && connector[0] != "LE2Data") continue;
if((connector[3] & CONFLG_IN) == 0 && connector[0] != "LE2Data") continue;
Here is the updated Convert Lights and Convert Cameras that lives inside the YafaRay4tS Scene Utilities.
It seems to work with the new workspace scene as you suggested.
Tried it with the glass scene and the LE2Data copy didnt work. The light in that scene had several LE2Data connectors so there is no way to copy it. Could be true for all the yafaray lights.
Awesome!
Did not forget ThresholdAttenuation?

Code: Select all

if(connector[0] == "AttConstant" || connector[0] == "AttLinear" || connector[0] == "AttQuadratic" || connector[0] == "ThresholdAttenuation")
ThresholdAttenuation, OK

I wont be publishing any new installers until the new lights are available
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Here is the updated YafarayScripts (version 3), Lights (UU9 Primitives), and YafaRay Lights library
the library lights are from the primitive lights
Removed due to update
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Just looked at your installer
Do not see any Components - Compositing library updates
Overwriting the reset.js file looks like a big mistake!
The UU9 Updates is just going to replace it, so we are out of sync yet again!
Including the C3DReset.RsObj
And there will be BACKUP RsObj(s) that most users will not know what they are for or what to do with them

YafaRay4tS
Does not look like it has that latest updates, like the SaveImage script update

YafaRay4tS Setup
Update:
YafaRay4tS toolbar <--- this has been updated
YafaRay4tS <--- this has been updated
The old one included the YafaRa4tS scripts and the updated one does not

Image Folder
Yaf_render.cmd <---this is needed for backup purposes
If you get an error this file is deleted and so you need to reinstall

Removed due to update
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 06 Jan 2024, 05:40 Just looked at your installer
Do not see any Components - Compositing library updates
Overwriting the reset.js file looks like a big mistake!
The UU9 Updates is just going to replace it, so we are out of sync yet again!
Including the C3DReset.RsObj
And there will be BACKUP RsObj(s) that most users will not know what they are for or what to do with them

YafaRay4tS
Does not look like it has that latest updates, like the SaveImage script update

YafaRay4tS Setup
Update:
YafaRay4tS toolbar <--- this has been updated
YafaRay4tS <--- this has been updated

Image Folder
Yaf_render.cmd <---this is needed for backup purposes
If you get an error this file is deleted and so you need to reinstall
It's all out of date alright. Look at the date on the installer, January 3. An old installer got in there. What you're seeing is the previous non-UU installer.
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 06 Jan 2024, 05:40 ...
Update:
YafaRay4tS toolbar <--- this has been updated
...
Every time I try to load it, it just disappears.

Is the toolbar the same as what comes with the latest UU? If so I'll just use that.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

clintonman wrote: 06 Jan 2024, 23:31
trueBlue wrote: 06 Jan 2024, 05:40 ...
Update:
YafaRay4tS toolbar <--- this has been updated
...
Every time I try to load it, it just disappears.

Is the toolbar the same as what comes with the latest UU? If so I'll just use that.
It is supposed to live in the YafaRay4tS Setup folder

This is the code that runs from a Popup script
Popup script.png
.

Code: Select all

Toggle = 0

function Execute(params)
{
Toggle = 1 - Toggle;

if ((Toggle == 1))
 
{
	Space.Unselect()

	var winid = GetWindowID();

	if(winid != "") { 
		var win3D = Get3DWindow(WindowsManager.GetWindowsManagerNodeName(), winid);
		WindowsManager.ActivateWorkWindow(win3D);
	}

	Frame=WindowsManager.GetWindowsManagerNodeName();
	WindowsManager.CloseToolbar("YafaRayBar");
	WindowsManager.OpenToolbarFromPrototype("YafaRayBar",32,32,0,0);
	util=System.CreateDO("Clintons3D Package/Utility functions");

	if(Node.Exists(Space.CurrentScene() + "/YafaRay4tS toolbar, 1")) {
		util.Delete(Space.CurrentScene() + "/YafaRay4tS toolbar, 1")
	}

	util.Rename(Frame+"/"+Node.SubObject(Frame,Node.SubObjectCount(Frame)-1),"YafaRayBarFrame");
//WindowsManager.SnapFrameToFrameEx(WindowsManager.GetWorkWindow(),Frame+"/YafaRayBarFrame",19,10,1175,-29);
	WindowsManager.SnapFrameToFrameEx(WindowsManager.GetWorkWindow(),Frame+"/YafaRayBarFrame",15,1,1150,-1);
	WindowsManager.SetFrameOwnerFrame(Frame+"/YafaRayBarFrame",WindowsManager.GetWorkWindow());

	if(Node.Exists(Space.CurrentScene() + "/YafaRay4tS toolbar")) {
		util.Delete(Space.CurrentScene() + "/YafaRay4tS toolbar")
	}
}
	params.ConValue("Toggle") = Toggle
}

function GetWindowID()
{
	var numcam = Node.SubObjectCount("/D3DView");

	if(numcam == 0)
		return "";

	var activeWinID = "";

	var RE = /\{.+/;			//	Matches "{" followed by a character and then 1 or more characters

	var activeWindow = WindowsManager.GetWorkWindow();

	if(Node.ConExists(activeWindow, "WinID")) {
		activeWinID = Node.Value(activeWindow, "WinID");
	}

	//	Find the corresponding 3d window id for the active window
	//	if active window is not 3D will use the first 3D window created

	var first3DWindowID = "";

	for(var i=0;i<numcam;i++)
	{
		var cam = Node.SubObject("/D3DView",i);

		//	Camera name matches the active window id
		var camID = cam.match(RE);

		if(camID == activeWinID) {
			return camID;
		}

		if(first3DWindowID == "")
			first3DWindowID = camID;

	}

	return first3DWindowID 

}

function Get3DWindow(currentNode, winid)
{
	if(Node.ConExists(currentNode, "WinID")) {
		if(Node.Value(currentNode, "WinID") == winid) {
			return currentNode;
		}
	}

	var numChildren = Node.SubObjectCount(currentNode);

	if(numChildren == 0) return "";

	for(var i=0; i< numChildren; i++) {
		var child = currentNode + "/" + Node.SubObject(currentNode, i);
		var windowNode = Get3DWindow(child, winid);
		if(windowNode != "") {
			return windowNode;
		}
	}
	return ""
}
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

It runs from the YafarayScripts (version 3)/EnumPropertiesPanels
Version 3 has a needed update
So, it is a requirement
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 07 Jan 2024, 00:03
clintonman wrote: 06 Jan 2024, 23:31
trueBlue wrote: 06 Jan 2024, 05:40 ...
Update:
YafaRay4tS toolbar <--- this has been updated
...
Every time I try to load it, it just disappears.

Is the toolbar the same as what comes with the latest UU? If so I'll just use that.
It is supposed to live in the YafaRay4tS Setup folder

This is the code that runs from a Popup script
Popup script.png
.

Code: Select all

Toggle = 0

function Execute(params)
{
Toggle = 1 - Toggle;

if ((Toggle == 1))
 
{
	Space.Unselect()

	var winid = GetWindowID();

	if(winid != "") { 
		var win3D = Get3DWindow(WindowsManager.GetWindowsManagerNodeName(), winid);
		WindowsManager.ActivateWorkWindow(win3D);
	}

	Frame=WindowsManager.GetWindowsManagerNodeName();
	WindowsManager.CloseToolbar("YafaRayBar");
	WindowsManager.OpenToolbarFromPrototype("YafaRayBar",32,32,0,0);
	util=System.CreateDO("Clintons3D Package/Utility functions");

	if(Node.Exists(Space.CurrentScene() + "/YafaRay4tS toolbar, 1")) {
		util.Delete(Space.CurrentScene() + "/YafaRay4tS toolbar, 1")
	}

	util.Rename(Frame+"/"+Node.SubObject(Frame,Node.SubObjectCount(Frame)-1),"YafaRayBarFrame");
//WindowsManager.SnapFrameToFrameEx(WindowsManager.GetWorkWindow(),Frame+"/YafaRayBarFrame",19,10,1175,-29);
	WindowsManager.SnapFrameToFrameEx(WindowsManager.GetWorkWindow(),Frame+"/YafaRayBarFrame",15,1,1150,-1);
	WindowsManager.SetFrameOwnerFrame(Frame+"/YafaRayBarFrame",WindowsManager.GetWorkWindow());

	if(Node.Exists(Space.CurrentScene() + "/YafaRay4tS toolbar")) {
		util.Delete(Space.CurrentScene() + "/YafaRay4tS toolbar")
	}
}
	params.ConValue("Toggle") = Toggle
}

function GetWindowID()
{
	var numcam = Node.SubObjectCount("/D3DView");

	if(numcam == 0)
		return "";

	var activeWinID = "";

	var RE = /\{.+/;			//	Matches "{" followed by a character and then 1 or more characters

	var activeWindow = WindowsManager.GetWorkWindow();

	if(Node.ConExists(activeWindow, "WinID")) {
		activeWinID = Node.Value(activeWindow, "WinID");
	}

	//	Find the corresponding 3d window id for the active window
	//	if active window is not 3D will use the first 3D window created

	var first3DWindowID = "";

	for(var i=0;i<numcam;i++)
	{
		var cam = Node.SubObject("/D3DView",i);

		//	Camera name matches the active window id
		var camID = cam.match(RE);

		if(camID == activeWinID) {
			return camID;
		}

		if(first3DWindowID == "")
			first3DWindowID = camID;

	}

	return first3DWindowID 

}

function Get3DWindow(currentNode, winid)
{
	if(Node.ConExists(currentNode, "WinID")) {
		if(Node.Value(currentNode, "WinID") == winid) {
			return currentNode;
		}
	}

	var numChildren = Node.SubObjectCount(currentNode);

	if(numChildren == 0) return "";

	for(var i=0; i< numChildren; i++) {
		var child = currentNode + "/" + Node.SubObject(currentNode, i);
		var windowNode = Get3DWindow(child, winid);
		if(windowNode != "") {
			return windowNode;
		}
	}
	return ""
}
So just add it to the library.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

clintonman wrote: 07 Jan 2024, 00:11
trueBlue wrote: 07 Jan 2024, 00:03
clintonman wrote: 06 Jan 2024, 23:31

Every time I try to load it, it just disappears.

Is the toolbar the same as what comes with the latest UU? If so I'll just use that.
It is supposed to live in the YafaRay4tS Setup folder

This is the code that runs from a Popup script
Popup script.png
.

Code: Select all

Toggle = 0

function Execute(params)
{
Toggle = 1 - Toggle;

if ((Toggle == 1))
 
{
	Space.Unselect()

	var winid = GetWindowID();

	if(winid != "") { 
		var win3D = Get3DWindow(WindowsManager.GetWindowsManagerNodeName(), winid);
		WindowsManager.ActivateWorkWindow(win3D);
	}

	Frame=WindowsManager.GetWindowsManagerNodeName();
	WindowsManager.CloseToolbar("YafaRayBar");
	WindowsManager.OpenToolbarFromPrototype("YafaRayBar",32,32,0,0);
	util=System.CreateDO("Clintons3D Package/Utility functions");

	if(Node.Exists(Space.CurrentScene() + "/YafaRay4tS toolbar, 1")) {
		util.Delete(Space.CurrentScene() + "/YafaRay4tS toolbar, 1")
	}

	util.Rename(Frame+"/"+Node.SubObject(Frame,Node.SubObjectCount(Frame)-1),"YafaRayBarFrame");
//WindowsManager.SnapFrameToFrameEx(WindowsManager.GetWorkWindow(),Frame+"/YafaRayBarFrame",19,10,1175,-29);
	WindowsManager.SnapFrameToFrameEx(WindowsManager.GetWorkWindow(),Frame+"/YafaRayBarFrame",15,1,1150,-1);
	WindowsManager.SetFrameOwnerFrame(Frame+"/YafaRayBarFrame",WindowsManager.GetWorkWindow());

	if(Node.Exists(Space.CurrentScene() + "/YafaRay4tS toolbar")) {
		util.Delete(Space.CurrentScene() + "/YafaRay4tS toolbar")
	}
}
	params.ConValue("Toggle") = Toggle
}

function GetWindowID()
{
	var numcam = Node.SubObjectCount("/D3DView");

	if(numcam == 0)
		return "";

	var activeWinID = "";

	var RE = /\{.+/;			//	Matches "{" followed by a character and then 1 or more characters

	var activeWindow = WindowsManager.GetWorkWindow();

	if(Node.ConExists(activeWindow, "WinID")) {
		activeWinID = Node.Value(activeWindow, "WinID");
	}

	//	Find the corresponding 3d window id for the active window
	//	if active window is not 3D will use the first 3D window created

	var first3DWindowID = "";

	for(var i=0;i<numcam;i++)
	{
		var cam = Node.SubObject("/D3DView",i);

		//	Camera name matches the active window id
		var camID = cam.match(RE);

		if(camID == activeWinID) {
			return camID;
		}

		if(first3DWindowID == "")
			first3DWindowID = camID;

	}

	return first3DWindowID 

}

function Get3DWindow(currentNode, winid)
{
	if(Node.ConExists(currentNode, "WinID")) {
		if(Node.Value(currentNode, "WinID") == winid) {
			return currentNode;
		}
	}

	var numChildren = Node.SubObjectCount(currentNode);

	if(numChildren == 0) return "";

	for(var i=0; i< numChildren; i++) {
		var child = currentNode + "/" + Node.SubObject(currentNode, i);
		var windowNode = Get3DWindow(child, winid);
		if(windowNode != "") {
			return windowNode;
		}
	}
	return ""
}
So just add it to the library.
It is a replacement.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

How cool is that?
Clinton made it possible to Render a PNG 32 Bit image with transparent background in YafaRay4tS :worship:
Background Trick.png
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Re: YafaRay4tS v1.0.0

Post by bitkar »

Do I see a Yafaray4tS development?? wow! you guys are amazing.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

bitkar wrote: 07 Jan 2024, 19:48 Do I see a Yafaray4tS development?? wow! you guys are amazing.
No guys, there can only be ONE, as in Clinton!
He has taken YafaRay4tS to a new level :worship:
Now, if could only bring this Png 32 Bit to the YafaRay4tS animation :mrgreen:
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 07 Jan 2024, 20:17
bitkar wrote: 07 Jan 2024, 19:48 Do I see a Yafaray4tS development?? wow! you guys are amazing.
No guys, there can only be ONE, as in Clinton!
He has taken YafaRay4tS to a new level :worship:
Now, if could only bring this Png 32 Bit to the YafaRay4tS animation :mrgreen:
YafaRay does render 32 bit pngs without anything extra. The only new thing is saving a 32bit png from the display window image.
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Re: YafaRay4tS v1.0.0

Post by clintonman »

Working on documentation.
Early draft of the transfer to pdf format from the old chm format.
There is a first page table of contents and it has bookmarks to replicate the chm side panel style table of contents
Attachments
YafaRay4tS Help_11.zip
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Nice!
Looks way better than the one I converted

Is it possible to open the external links in a new Tab?

Do you mind if I rename it to YafaRay4tS Help.pdf?
Plan is, if you do not mind, include it in the Unofficial Update Version 10
And change the HelpHTML script located inside Yafaray Folder/YafaRay4tS
See Page 12 below

HelpHTML script
WshShell = new ActiveXObject("WScript.Shell");
help = '"' + System.GetMainDir() + '\\YafaRay4tS Help.pdf"';
WshShell.Run(help);

Page 12
YafaRay4tS Help
LMB = Opens this help file
//RMB = Opens the About aspect in the Stack/Panel
RMB = Opens the About panel
Inserts the YafaRay4tS object into the current scene if it is not present

Add:
Background.png
Background.png (1.74 KiB) Viewed 1511 times
YafaRay Background Settings
LMB = Opens the Background Settings aspect in the Stack/Panel
RMB = Opens the current Lighting Method aspect in the Stack/Panel
Inserts the YafaRay4tS object into the current scene if it is not present
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 09 Jan 2024, 07:29 Nice!
Looks way better than the one I converted

Is it possible to open the external links in a new Tab?

Do you mind if I rename it to YafaRay4tS Help.pdf?
Plan is, if you do not mind, include it in the Unofficial Update Version 10
...
It was converted and reformatted to make it easier to read.

Not possible to open in a new tab.

It's not done yet which is why the name has a number at the end. The number versions are to prevent total loss if something happens to the file. They act as a kind of backup system.
My plan is also to replace the chm file so adding it to the UU sounds good to me.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

clintonman wrote: 09 Jan 2024, 15:19
trueBlue wrote: 09 Jan 2024, 07:29 Nice!
Looks way better than the one I converted

Is it possible to open the external links in a new Tab?

Do you mind if I rename it to YafaRay4tS Help.pdf?
Plan is, if you do not mind, include it in the Unofficial Update Version 10
...
It was converted and reformatted to make it easier to read.

Not possible to open in a new tab.

It's not done yet which is why the name has a number at the end. The number versions are to prevent total loss if something happens to the file. They act as a kind of backup system.
My plan is also to replace the chm file so adding it to the UU sounds good to me.
Understand about the number at the end while you develop the pdf
I am just trying to commit to the final version's name so that I can have the correct toolbar button command
Also add the YafaRay4tS Help.pdf to the UU10 in it's present form which can be replaced, if it has the same name
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 09 Jan 2024, 15:47
clintonman wrote: 09 Jan 2024, 15:19
trueBlue wrote: 09 Jan 2024, 07:29 Nice!
Looks way better than the one I converted

Is it possible to open the external links in a new Tab?

Do you mind if I rename it to YafaRay4tS Help.pdf?
Plan is, if you do not mind, include it in the Unofficial Update Version 10
...
It was converted and reformatted to make it easier to read.

Not possible to open in a new tab.

It's not done yet which is why the name has a number at the end. The number versions are to prevent total loss if something happens to the file. They act as a kind of backup system.
My plan is also to replace the chm file so adding it to the UU sounds good to me.
Understand about the number at the end while you develop the pdf
I am just trying to commit to the final version's name so that I can have the correct toolbar button command
Also add the YafaRay4tS Help.pdf to the UU10 in it's present form which can be replaced, if it has the same name
Yes, "YafaRay4tS Help.pdf" is the planned final name.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Thank you!
I have no software to edit a pdf, but if I can help in any way, just let me know

If you can post a couple examples of your new materials, so I can see how it works, I will test wherever I can
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

I have had this issue before
Blend Material scene Error.png
Custom XML Bug.png
Custom XML Bug.png (10.58 KiB) Viewed 2146 times
Yaf status bug.png
Yaf status bug.png (3.99 KiB) Viewed 2146 times
Not able to render, just get errors:
ERR Source object: /Project/BlendMaterial scene/YafaRay4tS/ExportXML Error: Microsoft JScript runtime error Description: Invalid procedure call or argument Error code: 0x800a0005 - (null) Line: 194, Char: 2 Script text: break;
Here is the tS761 scene
I updated it to 1.0.0 before the error
Attachments
BlendMaterial scenecd19.RsScn
(3.88 MiB) Downloaded 140 times
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 10 Jan 2024, 02:27 I have had this issue before
Blend Material scene Error.png
Custom XML Bug.png
Yaf status bug.png

Not able to render, just get errors:
ERR Source object: /Project/BlendMaterial scene/YafaRay4tS/ExportXML Error: Microsoft JScript runtime error Description: Invalid procedure call or argument Error code: 0x800a0005 - (null) Line: 194, Char: 2 Script text: break;
Here is the tS761 scene
I updated it to 1.0.0 before the error
It's using the old wood texture. You need to update the materials using the Utilties.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

clintonman wrote: 10 Jan 2024, 04:10
trueBlue wrote: 10 Jan 2024, 02:27 I have had this issue before
Blend Material scene Error.png
Custom XML Bug.png
Yaf status bug.png

Not able to render, just get errors:
ERR Source object: /Project/BlendMaterial scene/YafaRay4tS/ExportXML Error: Microsoft JScript runtime error Description: Invalid procedure call or argument Error code: 0x800a0005 - (null) Line: 194, Char: 2 Script text: break;
Here is the tS761 scene
I updated it to 1.0.0 before the error
It's using the old wood texture. You need to update the materials using the Utilties.
I woke up this morning, and before I read your reply, I remembered that I did not update my Components - Compositing library

Here are updated YafaRay Scenes (YafaRay4tS v1.0.0) from tS761Std
Additional modifications:
Glass
Sub divided the Plane - 289 Vertices

YafaRay Material Light
Denoise checked

Glossy as Difuse
Denoise checked

Anisotropy
Denoise checked
D3D Preview

I also updated the YafaRay4tS toolbar.RsObj in the YafaRay4tS Setup library
Update: Stop the YafaRay4tS toolbar from loading if it already exist
Attachments
YafaRay4tS toolbar.RsObj
(54.11 KiB) Downloaded 156 times
YafaRay Scenes9b8b.zip
(13.3 MiB) Downloaded 162 times
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Re: YafaRay4tS v1.0.0

Post by clintonman »

Docs work in progress
Added some links to the original blender docs and refined some sections
Attachments
YafaRay4tS Help_12.zip
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Looks like the Blend Material Collection is not working
Screenshot (113).png
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Re: YafaRay4tS v1.0.0

Post by clintonman »

BlendMaterialWorksForMe.jpg

Works for me.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Here is the simple tS761Std scene
Attachments
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 11 Jan 2024, 00:11 Here is the simple tS761Std scene
YafaRayNoSceneInstanced.jpg

YafaRay doesnt work with scene instanced materials.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Thanks, I just saw that
Oddly, I did not change the Material Editor to Scene Instancing
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

@Clinton
I was able to edit and update your latest pdf with Word 2013 and Saved in the pdf format
Fixed several format issues
Updated some of the new UI information, like the Internal Viewers
Let me know if you have any questions or suggestions
Removed due to update
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Re: YafaRay4tS v1.0.0

Post by clintonman »

YafWireFrameMaterial.jpg

Update Jan 13 2024

The Render to File panel added the ability to save numbered renders like in the D3D Render to File.
Added a warning if scene instanced material node is in the scene.
Updated to use the UU10 toolbar
Replaces chm help with a pdf help file. This pdf is not complete.

While working on the new pdf manual I discovered that 2 material items added in YafaRay v3.1.0 were missing from YafaRay4tS.

Wireframe for materials adds lines at the mesh triangles. It can also be run as a render pass so the lines are in a different image.

Material Sampling Factor - quoted from the author, "The way it will work will be a per-material "Sample multiplier" (floating point number). It will not be applied to the first pass, only for subsequent AA passes. For each pixel, YafaRay will determine what's the material sample multiplier, multiply that float value by the total number of samples specified for the AA pass and will round the result to an integer number (final number of samples to be calculated for that particular pixel)."

quoted from the original request from the YafaRay forums, "Would be great we can control the samples per material, as we can do with lights or environment. Specially in case we're working with low exponent materials, so we don't waste AA samples on the entire image."
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Re: YafaRay4tS v1.0.0

Post by clintonman »

Update Jan 14


fix "S"/"s" bug in utilities Update YafaRay Render Node for the tenth time... I hope :roll:
trueBlue - remove YafaRay conn if old Yafaray creates it
trueBlue - new about panel frame
trueBlue - dont open toolbar if already open
updated pdf, still no where near complete
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Re: YafaRay4tS v1.0.0

Post by clintonman »

help file wip update Jan 16 2024

Old YafaRay Manual links updated to use the internet archive since the old YafaRay website does not exist anymore
Added some internal links to reduce repeated sections
Experiment with the image sizes - default size looks small to me
New images from trueBlue

Still not complete. Some sections untouched from the original copy from the chm file.
No updated/new text from the UU version has been added yet. Will require manually finding the differences and then copy to update.
Attachments
YafaRay4tS Help_14.zip
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Discovered an issue with the YafaRay4tS/Yafaray Settings LMB Command script
and the Yafaray Settings RMB Command script
LMB click the YafaRay4tS Render Settings icon
With Vary loaded
YafaRay Render Settings toolbar LMB command.png
.
LMB click the YafaRay4tS Render Settings icon
With Yafaray loaded
YafaRay Render Settings toolbar LMB command example 2.png
.


It looks like the way the Try&Catch is written (incorporated with in) is incorrect
After doing a bunch of different test(System.Trace('Error'), it looks like the Try&Catch is not needed

This seems to work better:
Yafaray Settings LMB Command script

Code: Select all

	var strEnum = System.CreateDO("Common Data Package/String Enum Data");
	strEnum = Node.Value("/Offline renderers", "Renderer");
	selString = strEnum.GetSelectedString();

	if(selString == "Vray photo renderer")
	{
		System.Alert("Switch the Offline renderers to Yafaray")
		OfflineRender.OpenPreferencesPanel()
		return;
	}

	if(selString == "Yafaray")	{
		if(!Node.Exists(Space.CurrentScene()+"/YafaRay4tS"))
			if(Node.Exists("/Yafaray Folder"))
				Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene())
				UserInterface.OpenToolPanelViewEx2("", "", Space.CurrentScene() + "/YafaRay4tS", 3, 1, 0)
			}else{
			System.Alert('YafaRay4tS is not installed')
	}
Yafaray Settings RMB Command script

Code: Select all

	var strEnum = System.CreateDO("Common Data Package/String Enum Data");
	strEnum = Node.Value("/Offline renderers", "Renderer");
	selString = strEnum.GetSelectedString();

	if(selString == "Vray photo renderer")
	{
		System.Alert("Switch the Offline renderers to Yafaray")
		OfflineRender.OpenPreferencesPanel()
		return;
	}

	if(selString == "Yafaray")	{
		if(!Node.Exists(Space.CurrentScene()+"/YafaRay4tS"))
			if(Node.Exists("/Yafaray Folder"))
				Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene())
				UserInterface.OpenToolPanelViewEx2("", "", Space.CurrentScene() + "/YafaRay4tS", 6, 1, 0)
			}else{
			System.Alert('YafaRay4tS is not installed')
	}

Been noticing you have to RClick the Render icons twice in order to show the current Lighting Method
Looks like you need to wake up the Watch Dog Event
YafarayScripts/EnumPropertiesPanels
Line 74
//Wake up the Watch Dog Event
ScriptObject.Execute(Space.CurrentScene() + "/YafaRay4tS/Watch Dog Event")
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Here is an updated YafaRay4tS Help UU10.pdf that includes a TOC
Also includes a txt file of all the text from the pdf
*
1.)
Denotes Bullets used in the pdf

.
YafaRay4tS TOC.png
Attachments
YafaRay4tS Help UU10.zip
(1.12 MiB) Downloaded 120 times
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

@Clinton
Here is a modified YafaRay4tS from tS7.61 and YafarayVolume.RsObj
Moved the Fog section from Background to a new Fog aspect
All aspects have the Save Sequence attribute

Edit: Updates
YafaRay4tS:
Background
Renamed the Fog aspect to Volume

Update: YafarayVolume.RsObj

Add: updated YafaRay4tS images
Attachments
Yafaray Folder.zip
(736.9 KiB) Downloaded 78 times
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 23 Jan 2024, 21:16 @Clinton
Here is a modified YafaRay4tS from tS7.61 and YafarayVolume.RsObj
Moved the Fog section from Background to a new Fog aspect
All aspects have the Save Sequence attribute

Edit: Updates
YafaRay4tS:
Background
Renamed the Fog aspect to Volume

Update: YafarayVolume.RsObj

Add: updated YafaRay4tS images
Got it, thanks.
YafBGPanel.jpg
moved color into it's own section
moved IBL out of image because it applies to color and gradient too
updated the RenderSettingsFnSet to write caustic and diffuse photons for all background types
re-labeled "Image HDRI/IBL" section to "Image HDRI"

new YafaRay4tS attached.
Attachments
YafaRay4tSf5bf.RsObj
(1.42 MiB) Downloaded 83 times
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

I corrected a mistake on the new Volume aspect
I had Fog Types
Changed to Volume
Volume.png
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 24 Jan 2024, 17:00 I corrected a mistake on the new Volume aspect
I had Fog Types
Changed to Volume
Volume.png
VolIntPanel.jpg
VolIntPanel.jpg (28.81 KiB) Viewed 1469 times

I would just drop the Fog and have it say "Type"
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Will do.
What happens when you Enable and or Disable:
Color - Image - Gradient - IBL - ?
Does the Sa value mean:
IBL samples - Number of samples to be taken when doing lighting calculations from the background image

Background Types
Just noticed the None does not Disable Background use
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 24 Jan 2024, 17:44 Will do.
What happens when you Enable and or Disable:
Color - Image - Gradient - IBL - ?
Does the Sa value mean:
IBL samples - Number of samples to be taken when doing lighting calculations from the background image

Background Types
Just noticed the None does not Disable Background use
"Color - Image - Gradient - IBL" is "Enable IBL" for Color, Image or Gradient backgrounds
Sa is IBL Samples - ran out of room for the full text
Would probably be better if Color, Gradient and Image each had the full "Use IBL" and "IBL Samples" inputs. That would be too much work which is also the reason I put Color at the bottom.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

How about this that matches the Background types?
Image Base Light.png
Image Base Light.png (13.56 KiB) Viewed 1487 times
.
First of all, I wanted to put Transparent closer to Materials Transparent Refraction

I was also thinking about adding Turbidity to the Darktide Sun Sky section
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 24 Jan 2024, 20:08 How about this that matches the Background types?
Image Base Light.png
.
First of all, I wanted to put Transparent closer to Materials Transparent Refraction

I was also thinking about adding Turbidity to the Darktide Sun Sky section
Looks better than "Sa"

Why Turbidity? is it more important than all the other settings darktide and plain sun sky have in common?
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

From the Yafaray Blender webpage:
Darktide Sunsky
Sunsky is a background type that approximates the full spectrum of daylight for various atmospheric conditions. The main concepts of the Darktide sunsky model are:

Turbidity
Turbidity is the haziness of a fluid caused by individual suspended particles that are generally invisible to the naked eye, similar to smoke in air. In another words, amount of dirtiness in the sky, the higher the more yellowish/reddish the sky becomes.
Recommended ranges are:

(2, 3)= exceptionally clear sky
(3, 5)= normal day
(5, 12)= foggy day

It seems to be the most dominate feature for both

Also, it does not look like it uses a floating point
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 24 Jan 2024, 20:50 From the Yafaray Blender webpage:
Darktide Sunsky
Sunsky is a background type that approximates the full spectrum of daylight for various atmospheric conditions. The main concepts of the Darktide sunsky model are:

Turbidity
Turbidity is the haziness of a fluid caused by individual suspended particles that are generally invisible to the naked eye, similar to smoke in air. In another words, amount of dirtiness in the sky, the higher the more yellowish/reddish the sky becomes.
Recommended ranges are:

(2, 3)= exceptionally clear sky
(3, 5)= normal day
(5, 12)= foggy day

It seems to be the most dominate feature for both

Also, it does not look like it uses a floating point
Turbidity is a floating point value.

export from Blender:

Code: Select all

<turbidity fval="4.34"/>
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Re: YafaRay4tS v1.0.0

Post by clintonman »

Couple of fixes

The scene utilites will update volumes.
yafarayxmlfilefnset has better error handling for "file permission denied error" and will abort properly on all file errors.
Attachments
YafarayXMLFileFnSet.RsObj
(10.49 KiB) Downloaded 72 times
YafaRay4tS Scene Utilities9272.RsObj
(118.33 KiB) Downloaded 73 times
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Nice updates!
I can actually read the new YafaRay4tS Alert now
I tested the Absorb Scatter scene
Using the YafaRay4tS Scene Utilities, I updated the YafaRay4tS panel
Without using the YafaRay Volumes script, I still get an error
You have to try and Render again before getting the YafaRay4tS Alert:
Error: Permission denied
C:\trueSpace761Std\Image Folder\yaf_temp.xml
Close trueSpace and Delete the xml file.
C:\trueSpace761Std\Image Folder\yaf_temp.xmlSetup the Use Custom XML Export file > in YafaRay4tS > Setup > YafaRay Setup Render has been canceled
So I updated the Update YafaRay Render Node script by adding the following at the end of the code:

Code: Select all

	if(Node.Exists(Space.CurrentScene() + '/YafarayVolume')) {
		Activity.Run(System.ThisOwner() + '/Convert Volumes')
	} 
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Can you upload an example scene that demonstrates the new Volume Noise feature(s)?
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Re: YafaRay4tS v1.0.0

Post by clintonman »

Noise volume test

having trouble attaching files...
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Re: YafaRay4tS v1.0.0

Post by clintonman »

noise volume test
Attachments
sharpcov.RsScn
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Thanks!
This Volume object is weird in that, when I move it back from the Camera, it renders closer to the Camera :shock:
Before.png
.
Move it closer to the Camera, it renders further from the Camera :?
After.png
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 26 Jan 2024, 20:58 Thanks!
This Volume object is weird in that, when I move it back from the Camera, it renders closer to the Camera :shock:
Before.png
.
Move it closer to the Camera, it renders further from the Camera :?
After.png
That's weird alright. :shock: :lol:
I see you released a new UU10 I'll get that and fix it in there.
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Thanks!
So, I am not losing my mind?
While updating the Background Trick scene and assuming this was your intent and according to the Yafaray Bender info.
The background ground colors have been corrected so it forms a continuous plane to the horizon line.
Background ground colors are given the same color as the ground mesh. The color used is not the mesh diffuse color, but the rendered one.
This does not work in YafaRay4tS
I tried changing the horizon ground colors to the Plane's "Rendered Color"
I ended up changing the G. Horizon color to the S. Horizon color
trick the backgroundTrick scene.png
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Are you sure that this attribute is supposed to work with Gradients and or Constant Color?
Are you creating a Gradient and or Constant Color "Image"?
IBL - Gradient - Constant Color Checkbox.png
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Re: YafaRay4tS v1.0.0

Post by clintonman »

trueBlue wrote: 26 Jan 2024, 23:25 Are you sure that this attribute is supposed to work with Gradients and or Constant Color?
Are you creating a Gradient and or Constant Color "Image"?
IBL - Gradient - Constant Color Checkbox.png
BlenderIBLGradient.jpg

From Blender left IBL off, right IBL on.
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Re: YafaRay4tS v1.0.0

Post by clintonman »

Update Jan 27 2024


install includes yafaray4ts setup library when installed to UU
copied cameras from uu
image background preview - adjusts images for hdr or ldr
bg color and gradient removed preview gamma corrections
copy toolbar from uu
removed background type of None and refactored the preview controls
changed render code to use plugin based no-undo commands - reduced history events
animation will still create 1 undo for each frame - the no-undo set value does not work
changed uu clear history option to false
opti display preview/animation render is in sync with latest image - was 1 image/version behind
fixed volume positioning, -x value
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Re: YafaRay4tS v1.0.0

Post by clintonman »

Third Update Jan 27 2024

tB found some bad files in the installer - fixed in second update

color matching was backward - reverted changes to constant color preview sphere and gradient preview sphere
apply gamma out inverse to light colors
apply gamma out inverse to material colors
apply gamma out inverse to background colors
re-copied toolbar from uu10
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Re: YafaRay4tS v1.0.0

Post by clintonman »

Update Jan 28 2024


add lock node to background preview spheres
sunsky background sphere - enable object mode
revert some changes to opt display to make it prettier - only very small # undos reintroduced
add preview background light for sppm lighting method when IBL is checked
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Re: YafaRay4tS v1.0.0

Post by trueBlue »

Here is a scene with a modified YafaRay4tS and all of the Preview objects and lights from the 1/28/2024 release
They are positioned how they will land in the scene when loaded
Steps to save the Preview objects and lights to the YafaRay4tS Setup library
With the object selected, RClick the object in the library and select Replace
Then RClick - Change Thumbnail to Icon
Note: This is necessary because trueSpace does not always create a Thumbnail
Add or change the Description:
Y4tSv.1.0.0
D3D Preview Background Object

WARNING!
DO NOT REMOVE
Used with YafaRay4tS
I will put together a list of changes, if needed
YafaRay4tS Setup.png
.
Steps to replace the YafaRay4tS object
With the YafaRay4tS object selected, save it to a library
Navigate to System/Yafaray Folder/
Right click in the top left area in the Link Editor
Select and Move the YafaRay4tS object
Rename it to BAKYafaRay4tS
With the BAKYafaRay4tS selected, Load the YafaRay4tS object from the library
Delete the BAKYafaRay4tS object
Save the System/Yafaray Folder to the preobjects folder
Example:
C:\trueSpace761Std\Scripts\preobjects
This is the saved state when Loaded into the scene:
YafaRay4tS loaded state.png
YafaRay4tS loaded state.png (17.79 KiB) Viewed 1431 times
Removed due to update

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