Yafaray4tS v0.9.0

LightWorks, VRay, Dribble, YafaRay and more..
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Not sure what you mean. I know what you mean being path dependent. I did not know how to incorporate into your script.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 15 Jul 2018, 22:26 Not sure what you mean. I know what you mean being path dependent. I did not know how to incorporate into your script.
If you open a new 3d view it will be be "/Project/Windows Manager Space/Frame Window, 1"
if you open a new scene view it will be "/Project/Windows Manager Space/Frame Window, 1"

Bottom line, whatever is opened first will be "/Project/Windows Manager Space/Frame Window, 1" so it will get the size changes.

I'll see what I can do with it.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

combination partial save and internal viewer not updating the status is solved

YafaRay4tS/tSDisplayShowdisplayFnSet
move line to the top of the file

Code: Select all

var PST = Node.Value(Space.CurrentScene() + "/YafaRay4tS", 'PST');
add lines inside of first if block

Code: Select all

if(PST >= 0.1) {
			if(Node.Exists("/Status Line")) {
				if(!Node.ConExists("Status Line", "Model"))
					Node.ConCreate("Status Line", "Model", "string", 4);
				Node.Value("/Status Line","Model") = "";
			}
		}
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Re: Yafaray4tS v0.9.0

Post by clintonman »

YafaRay4tS node
fixed status display when partial save timer is used with the default internal viewer
fixed optDisplay auto sizing plus added an upper limit of 70% of the screen size

if you don't like the size limit we can add an option to the UI.
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YafaRay4tSf5c7.RsObj
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Beautiful!
You know better about the size limit.
My only goal was to make look good.
This is what I came up with for the LMB command:

Code: Select all

Library2.DlgGenericSave('', Space.CurrentScene() + "/YafaRay4tS/tSDisplay/Image", 3)
Copied the Display node, renamed it to 'Image', and hooked it up to the FileName

Thanks again!
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Capture.PNG
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 16 Jul 2018, 02:08 Beautiful!
You know better about the size limit.
My only goal was to make look good.
This is what I came up with for the LMB command:

Code: Select all

Library2.DlgGenericSave('', Space.CurrentScene() + "/YafaRay4tS/tSDisplay/Image", 3)
Copied the Display node, renamed it to 'Image', and hooked it up to the FileName

Thanks again!
You're welcome. One comment though, I don't think you need the Image node. From the image above it looks like the same kind of node as the Display node.

Code: Select all

Library2.DlgGenericSave('', Space.CurrentScene() + "/YafaRay4tS/tSDisplay/Display", 3)
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Yes it is the same. It's just so the file dialog picks the name "Image" verses "Display".
Sadly though ii comes with the RsScn file type. Image.RsScn Want to explore your plugin and see if there is a better way.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 16 Jul 2018, 04:29 Yes it is the same. It's just so the file dialog picks the name "Image" verses "Display".
Sadly though ii comes with the RsScn file type. Image.RsScn Want to explore your plugin and see if there is a better way.
There is no better way without a lot of work. At least none that I know of.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Checking the render passes and found that some of the type in values are more useful than the defaults, so need to try a different approach to make all the choices more handy.

This will likely be the last functional change that I make for this project.

Some notes on Save Alpha option:
tif and tga files will have an alpha channel
png and exr files have transparent pixels
hdr has no alpha information
jpg creates a separate black and white alpha image
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Yay!
Are you seeing the light at the end of the tunnel?


I would like to make one last change to the Default and Setup panels
Originaly the Default panel used to be called the Render Settings
As I put together words to describe the YafaRay4tS features and use, I am not so sure that Additional Settings and More Settings is a good choice. I am wanting to define the settings a little better.
Wanting to change Additional Settings to Render Settings and add YafaRay4tS Setup.
And there is nothing defining the Draw Parameter area and the Scene Brightness area.
What do you think about these changes?
Default panel.PNG
Setup panel.PNG
Default - Optional Render Settings, Smooth Normals, Denoise, Draw Parameter, and Scene settings
All aspects include settings for a common Output - Render File
Camera - Render settings for the Camera and Camera View
Background - Render settings for the Background
Setup - Setup settings for YafaRay and YafaRay4tS
Anim - Render settings for Animation and Sequence Player
Direct - Default Lighting method
All Lighting Methods include settings for a common Anti-Alising, General, and their relevant settings.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Default panel correction.jpg
Draw parameters only has 2 items and tile size and tile order should be together since they both control the render tiles.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Sorry for being dense here, I have not used neither of these features.
Are they for the Render Passes?
If so why is the Open Render Pass Panel button at the top?

Is this the way it should be?

Denoise Settings

Chrominance - Color Noise control
Luminance - Brightness Noise control
Mix - Proportion of Denoise and original image

Draw Parameter

Draw Parameter - Logs render results to an html file
Custom String - Appears in the html file

Render Pass Settings

Tile Order
Centre - Build image from the center
Random - ?
Linear - Build image from top to bottom
Tile Size - Size of the tiles used for rendering
Save Time - Number of seconds between partial render saves
* Can be used to observe a long render to see if things are going well.
* Results during the render can be seen in Windows Explorer and in the optional

Render Pass Panel - Opens the Render Pass panel
Default panel.PNG
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 16 Jul 2018, 19:13 Sorry for being dense here, I have not used neither of these features.
Are they for the Render Passes?
If so why is the Open Render Pass Panel button at the top?

Is this the way it should be?

Denoise Settings

Chrominance - Color Noise control
Luminance - Brightness Noise control
Mix - Proportion of Denoise and original image

Draw Parameter

Draw Parameter - Logs render results to an html file
Custom String - Appears in the html file

Render Pass Settings

Tile Order
Centre - Build image from the center
Random - ?
Linear - Build image from top to bottom
Tile Size - Size of the tiles used for rendering
Save Time - Number of seconds between partial render saves
* Can be used to observe a long render to see if things are going well.
* Results during the render can be seen in Windows Explorer and in the optional

Render Pass Panel - Opens the Render Pass panel
Default panel.PNG
The only thing on the panel to do with render passes is the render pass button. I would just get rid of the render pass settings section since it doesn't make sense for one button to have it's own section. That or rename that section to something else.
The Save time shows the render as it's happening.
Tile order controls how it looks while it's rendering, this can only be seen when save timer is active.
Tile size is the size of the render blocks, but it also effects memory used for a render so it's not just about the look while it's rendering.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Okay what should I name that section?
What timer? To enable it, add seconds?
Default panel.PNG
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 16 Jul 2018, 23:52 Okay what should I name that section?
What timer? To enable it, add seconds?
Default panel.PNG
Yes, add time above zero to activate it.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Okay thanks!
Save Time 0.100 does not work.
Now that I finally used it, I do not think Preview Setting was a good choice.
Bucket Rendering?
Here is the update:

EDIT: I went ahead and made the change to Bucket Rendering
Removed due to update
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Re: Yafaray4tS v0.9.0

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trueBlue wrote: 17 Jul 2018, 01:32 Okay thanks!
Save Time 0.100 does not work.
Now that I finally used it, I do not think Preview Setting was a good choice.
Bucket Rendering?
Here is the update:
Need to figure out a good minimum value for the Save Time. It actually starts working with values above 0.1, but that is much too low a value to start. At that value it would be saving 10 times every second while at the same time rendering the whole time.
For now I recommend nothing less than 1 second.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

For me when I had it set at 1 second the Status message, "Rendering..." got stuck and nothing rendered for several minutes.
If possible wouldn't it be better if the PST was an Integer?
That way you would not have the leading zero.
Also maybe add a On/Off button that sets a minimum amount for the PST = On,
and sets to Zero = Off.
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Re: Yafaray4tS v0.9.0

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trueBlue wrote: 17 Jul 2018, 01:32 Okay thanks!
Save Time 0.100 does not work.
Now that I finally used it, I do not think Preview Setting was a good choice.
Bucket Rendering?
Here is the update:

EDIT: I went ahead and made the change to Bucket Rendering
Got it, will now add new render pass panel and see if it works.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 17 Jul 2018, 03:54 For me when I had it set at 1 second the Status message, "Rendering..." got stuck and nothing rendered for several minutes.
If possible wouldn't it be better if the PST was an Integer?
That way you would not have the leading zero.
Also maybe add a On/Off button that sets a minimum amount for the PST = On,
and sets to Zero = Off.
For me it works with values well below 1 second, so don't want to put an integer limit on it. maybe add a control that uses integer size steps.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Did not like this idea?
Also maybe add a On/Off button that sets a minimum amount for the PST = On,
and sets to Zero = Off.
This would give a definite clue how to start and stop it
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Re: Yafaray4tS v0.9.0

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trueBlue wrote: 17 Jul 2018, 20:45 Did not like this idea?
Also maybe add a On/Off button that sets a minimum amount for the PST = On,
and sets to Zero = Off.
This would give a definite clue how to start and stop it
If you want to do it I have no objection.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Render passes so far. Section on left is the pass channels, right side is the passes available to use in the channels.
RenderPass.jpg
Still a few more controls to add for toon effects and edge attributes.
toon_test [pass toon].jpg
Toon pass effect
toon_test [pass debug-faces-edges].jpg
edge effects pass
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Wow! I think you broke a trueSpace76 record for the biggest panel in it's history! :P
That should make it easier. :mrgreen:

Do you have a suggestion for a minimum value for the Save Time?


Here is a couple pdfs of the install and toolbar to look at.
Removed due to update
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 17 Jul 2018, 21:43 Wow! I think you broke a trueSpace76 record for the biggest panel in it's history! :P
...
Yep, :D
trueBlue wrote: 17 Jul 2018, 21:43 ...
Do you have a suggestion for a minimum value for the Save Time?
...
Nope, have to do test renders to see what works.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

PDFs look good. I need to check the Blender install, it may be a little different.
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Re: Yafaray4tS v0.9.0

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clintonman wrote: 17 Jul 2018, 22:05 PDFs look good. I need to check the Blender install, it may be a little different.
Checked and Blender looks ok so :bananathumb: on the pdfs.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

RC17
new mega render pass panel
RenderPass2.jpg
"New Render Passes: Basic Toon effect, Object Edges and Faces Edge"
scrubber control for partial save timer

Render pass panel usage:
ambient occlusion and z-depth have simple dropdown selection
right click a channel on the left to assign the default pass to that channel
or
1. select one of the channels on the left using the radio buttons
2. click on one of the buttons on the right to assign that pass to the selected channel
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YafaRay4tSv090-RC-17.zip
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Re: Yafaray4tS v0.9.0

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Attached is a list of render passes in html format.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Using the Bucket Rendering new scrubber's values is causing the PST timer to stay on and not work as expected. IE: Rendering... stuck meassage.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 18 Jul 2018, 19:11 Using the Bucket Rendering new scrubber's values is causing the PST timer to stay on and not work as expected. IE: Rendering... stuck meassage.
How complex is the scene you are rendering. What value did you set for the timer. Did the render complete or is the only problem the stuck message? While rendering did you see it as it updated or only the final image? do you have more than one instance of truespace running? Did you try restarting the computer?

No way to reproduce without more information.

Edit: also forgot to ask is it patched or no patched, full or std version?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

I think it was user error again by entering wrong values in Time Save.
I had at one point two consoles running in the background and the PST timer was not shutting off.

Enclosed is an update.
Changes:

Tile Size's edit control
Change on update

Time Save
Changed the Edit box to zero decimals.
Add a Off/On button

Edited the Render Pass panel
Edited the Render Pass's Window Frame

Changed the YafaRay4tS toolbar Volume button's help Text

Edited the YafaRay4tSv090 Installation Instructions.txt to match the YafaRay4tS Help file.

New YafaRay4tS Help.chm
Please take a look and help me with the ? marks.
And or any other changes needed.
There is a blank Procedurals.htm page at the end of the help file. Was not sure it will be needed or not.


I think I made a mistake with the Yafaray Settings RMB Command.RsObj by adding an exclamation to the
if(!Node.Exists("/Yafaray Folder")){ line.

Code: Select all

	if(Node.Exists("/Offline renderers/Yafaray")) {
		var myenum = System.CreateDO("Common Data Package/String Enum Data");
		myenum = Node.Value("/Offline renderers", "Renderer");
		var str = myenum.GetSelectedString();
		myenum.SetSelectedString("Yafaray");
		Node.Value("/Offline renderers", "Renderer") = myenum;
	}
	if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){
	} else {
		if(!Node.Exists("/Yafaray Folder")){
			Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());
		}
	}
	UserInterface.OpenToolPanelViewEx2("" , "" ,Space.CurrentScene()+"/YafaRay4tS", 6, 1, 0)
My thought was that the YafaRay4tS.RsObj should not be replaced, given that if a user had a scene with their settings in place, it would be a problem. So the way it is now, if there is no YafaRay4tS.RsObj in the scene, it will not be created. Thats not good either! Please take a look.
Removed due to update
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Re: Yafaray4tS v0.9.0

Post by clintonman »

I get an error when I press the save settings button.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

I do too! IDK? I did not touch any scripts except as noted.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

I rebuilt it and no errors with this one. It is in the original post.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Found the reason. trueSpace had it as not true or false, solution is just to manually set a value true then back to false.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

So after taking a look at the Save Settings script, would that work for the Yafaray Settings RMB Command.RsObj?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 19 Jul 2018, 20:48 Found the reason. trueSpace had it as not true or false, solution is just to manually set a value true then back to false.
This new update 'RC 18' fixed another issue I that I missed.

I did not change the Volume buttons Help text on the other one inside.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 19 Jul 2018, 18:26 ...

Code: Select all

	...
	if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){
	} else {
		if(!Node.Exists("/Yafaray Folder")){
			Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());
		}
	}
	...
That code will not do anything. It exists inside the YafaRay4tS node. If it doesn't exist then it won't run. If it does exist then

Code: Select all

if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")
will always be true so the else will never run.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 19 Jul 2018, 20:50 So after taking a look at the Save Settings script, would that work for the Yafaray Settings RMB Command.RsObj?
I don't understand.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

My thought was that the YafaRay4tS.RsObj in the scene should not be replaced.
The user could lose all of their settings.
Looking at your Save Settings script it looks like you are copying all of the Attributes from the one in the scene to the backup?
Verses deleting and replacing the one in the scene?
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 19 Jul 2018, 21:20 My thought was that the YafaRay4tS.RsObj in the scene should not be replaced.
The user could lose all of their settings.
Looking at your Save Settings script it looks like you are copying all of the Attributes from the one in the scene to the backup?
Verses deleting and replacing the one in the scene?
That's right. So are you saying you want to use the RMB to copy settings from the scene to the backup? or maybe if you just define for me what the RMB is supposed to do.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Okay I tested again with Vray and YafaRay4tS loaded.
I restored the Yafaray Settings RMB Command.RsObj by putting the exclamation back in.
It does not replace and or change the setting in the existing YafaRay4tS.RsObj in the scene.
So my concerns are squashed.
The Yafaray Settings RMB Command.RsObj Switches to yafary as the renderer.
I added more code to also load the YafaRay4tS.RsObj into the scene.
I also uploaded RC-18 with the changes mentioned above.

Code: Select all

// Switch to Yafaray
	if(Node.Exists("/Offline renderers/Yafaray")) {
		var myenum = System.CreateDO("Common Data Package/String Enum Data");
		myenum = Node.Value("/Offline renderers", "Renderer");
		var str = myenum.GetSelectedString();
		myenum.SetSelectedString("Yafaray");
		Node.Value("/Offline renderers", "Renderer") = myenum;
	}
	if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){
	} else {
		if(Node.Exists("/Yafaray Folder")){
			Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());
		}
	}
	UserInterface.OpenToolPanelViewEx2("" , "" ,Space.CurrentScene()+"/YafaRay4tS", 6, 1, 0)

// Load YafaRay4tS
	if(Node.Exists("/Offline renderers/Yafaray")) {

	}
	if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){
	} else {
		if(Node.Exists("/Yafaray Folder")){
			Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());
		}
	}
	UserInterface.OpenToolPanelViewEx2("" , "" ,Space.CurrentScene()+"/YafaRay4tS", 6, 1, 0)
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Some notes for the docs
All ? entries answered if I could find the answer.

Export XML - creates an xml file without actually rendering
Render XML - renders the custom xml file or the last xml file that was generated
-------------------------------
Render Settings
Input Color Space - ?
LinearRGB - ?
sRGB - ?
XYZ - ?
-------------------------------
Background
Casts Shadows - background light casts shadows

Image HDRI/IBL
Smart Blur - "* Added SmartIBL functionality to reduce noise when using World HDRI textures for lighting. The functionality adds a new parameter "SmartIBL blur" that blurs the World texture used for lighting without affecting the world texture used for reflections, etc. High values can cause slowdowns at render process start."

Sun Sky
Sun Casts Shadows - sun sky casts a shadow

Night - "This feature renders the scene at night, with the Sun acting as the Moon."

Caustic Photons -
Diffuse Photons - "* Ability to enable/disable Caustic and/or Diffuse Photons generation in the Photon Map integrator."

Samples - " Samples for both the Sun and the Skylight. The more samples the less noise and the better glossy reflections, but the more render time as well."

Color Space - ?

Exposure - ?

Brightness - "Sky Brightness: Independent brightness control for background sky colors; it does not affect amount of cast light."

Altitude - "With this setting, we can give the camera a different altitude relative to the background center. If Altitude increases, the background horizon lowers. This option can be useful to render objects from a camera which is above the ground level, while still getting a correct position of the background horizon."
------------------------------------
Animation
Set From Timeline - set render start and end based on the animation view start and stop frames

Set From Keyframes - set render start and end based on the keyframes in a scene or the keyframes on the selected object in object render mode
-----------------------------------
Direct Lighting
Photon Map Processing - "* Ability to Save/Load/Reuse photon maps: this should greatly improve render speeds in scenes where only camera moves. See: http://yafaray.org/node/460. WARNING: When loading/reusing Photon Map files, the User is responsible to ensure they match the scene. If the User loads inadequate photon maps, the render results could be totally wrong or even have crashes. USE WITH CARE."
'Generate only', "Generate the Photon Maps in each render (default and RECOMMENDED)"),
'Generate and save', "Generate the Photon Maps and save them to files so they can be reloaded later"),
"Load the Photon Maps from files. USE WITH CARE, only for scenes where ONLY the camera changes, like fly-through scenes"),
'Reuse previous', "Reuse previously generated Photon Maps from memory. USE WITH CARE, only for scenes where ONLY the camera changes, like fly-through scenes")
--------------------------------------
Photon Mapping
Search - "User can specify a desired number of photons. It guarantees that there are K photons in the measurement. The more photons are used, the smoother the estimation will be. If too many are used, the estimation will tend to be blurry, while too few gives a splotchy appearance (low frequency noise). Interpolating 50 to 150 photons is often a good choice."
Photon Map Processing - see above
----------------------
Pathtracing
Min Bounces - The relevant parameter will be "russian_roulette_min_bounces".
- If this parameter is set to 0, russian roulette will be enabled.
- If set to the same value specified in depth (max bounces), russian roulette will be disabled
- If set to a value between 0 and max bounces, then russian roulette will only start be applied after this number of bounces, so we can get decent sampling in dark areas for example and get a good speedup with less noise.
- Lower values of this parameter will result in faster (but somewhat noisier) renders.
--------------------------
SPPM Lighting
SPPM Passes - ?
Bounces - ?
PM IRE -"initial radius estimation"
-----------------------------------------
YafaRay4tS Lights
Caustic - "allow light to shoot caustic photons"
Diffuse - "allow light to shoot diffuse photons"

IES Data File - "Illuminating Engineering Society, which has defined a file format for describing the distribution of light from a light source."
Generate IES Preview - make the ies light effect visible in the 3d viewport
-----------------------------------------
YafaRay Glossy

Diffuse Color - Diffuse color.

Diffuse Reflection - "Diffuse Reflection value is just a diffuse color multiplying factor."

- Specular -

Glossy Color - Glossy color multiplier

Glossy Reflection - "Glossy reflection parameter, apart from controlling the reflection strength, should be understood as a blend factor between the diffuse and the glossy color. The more reflective, the less diffuse."

Specular Exponent - "controls blur of the glossy reflection; the higher the exponent, the sharper the reflection. Use values between 1 and 200 for plastics and higher values for metallic surfaces. Glossy reflection produces caustics."

Use Anisotropic Specular - "which means that reflection is not equal in all directions"
"the exponent value is divided into vertical and horizontal components. By using a different value for each component., the reflection will take an anisotropic oval shape."

U Exponent - horizontal exponent value

V Exponent - vertical exponent value

Receive Shadows - surface will have shadows cast upon it

Visibility - invisible is not visible in the render, reflections and shadows remain

Additional depth - add to the render settings ray depth for this material - "* Ability to set a per-material raytracing depth, for example to speed up scenes with glass."
---------------------------------------------
"Coated Glossy is basically a glossy material (see the previous section) with some kind of reflective coating layer on top. IOR is the setting that controls reflectivity of the coating top layer. This reflective layer can produce caustics. It is a good material for car paint."
---------------------------------------------
YafaRay Glass
- Real Glass -

IOR - Index of Refraction. Controls the strength of the Fresnel effect.

Use Absorption - Enables Absorption.

Absorption Color - Absorption color.

Absorption Distance - ?

Dispersion- "causes the spatial separation of a white light into components of different wavelengths (different colors)."

- Fake Glass -
Filter Color - "Color is uniform regardless of glass section. The amount of transmitted light is also constant. You can use this setting instead of absorption if the glass section is uniform, for instance.
You need to use this setting to tint transparent shadows when Fake Shadows & Transparent Shadows are enabled. "

Mirror Color - color of reflections

"Transmit Filter is a related setting which blends Absorption and Filtering. When Transmit Filter equals 1, Filtering is shown. When Transmit Filter equals 0, Absorption is shown (if enabled)."

Export as Normal - define as normal map instead of a bump map


D3D Preview - Creates a bump/normal map preview for the D3D view.

The D3D Preview has no effect on the YafaRay render.

Alpha strength - D3D display - 3d viewport control of transparency, no effect on render
--------------------------------------------------------
YafaRay Light Material

Power- brightness multiplier
Samples- ?
------------------------------------------------
YafaRay Blend

Blend - controls the amount of the 2 materials in the final material

Update Material Lists - populate the material selection list with the blend materials available in the scene

Material List 1 - select first blend material

Material List 2 - select second blend material

Make Preview- d3d viewport preview for the blend material

--------------------------------------------------------
YafaRay Texture Map

Gamma - image map gamma value

Attribute Name - output value used by texturing system

Use the File browse dialog button.

None - remove the texture map

Image - texture map based on image file

Clouds - procedural noise based texture

Marble - procedural noise based texture

Wood - procedural noise based texture

Voronoi - procedural noise based texture


Switch - activate the texture or if already active switch to input controls panel


Blend- amount to mix blend color and material color

Color - color for blending and procedural texture color

X Offset - mapping u offset

Y Offset - mapping v offset

Z Offset - has no effect?

X Scale - mapping u scale

Y Scale - mapping v scale

Z Scale - has no effect?
-----------------------------------------
Clouds
Useful for soft bump mapping of irregular surfaces.
Soft / Hard noise: Noise strength.
Noise Size: sets scaling for noise.
NoiseDepth: Depth of calculation, the higher the more detail for noise.
Color - color noise
-----------------
Marble
Useful for marble. ;)
Sharpness (soft, sharp, sharper): Noise definition.
Shape (sin, saw, tri): band type.
Soft / Hard noise: Noise strength.
Size: sets scaling for noise.
Depth: Depth of calculation, the higher the more detail for noise.
Turbulence: amount of turbulence for bands.
----------------------------
Wood
Useful for basic bands and noise with a structure.
Bands / BandNoise: the procedural is arranged in bands.
Rings / RingNoise: the procedural is arranged in rings.
Shape (sin, saw, tri): band type.
Soft / Hard Noise: Noise strength.
Size: sets scaling for noise.
Turbulence: amount of turbulence for bands or rings.

------------------------------------
Voronoi
Voronoi is a procedural type with a cellular look. Very flexible. Useful for organic surfaces.
Distance Metric: shape of the cells.
Coloring: color of the cells.
Intensity: overall intensity of texture.
Size: cell size.
Feature Weights (1, 2, 3, 4): defines distances between each cell.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Thanks for the help.
Photon Map Processing
How do you Load/Save a Photon Map in YafaRay4tS?

If we can not find an explanation on the remaining question marks, I am going to remove them from the help file.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 20 Jul 2018, 14:17 Thanks for the help.
Photon Map Processing
How do you Load/Save a Photon Map in YafaRay4tS?

If we can not find an explanation on the remaining question marks, I am going to remove them from the help file.
I assume you save then load
"'Generate and save', "Generate the Photon Maps and save them to files so they can be reloaded later"),
"Load the Photon Maps from files. USE WITH CARE, only for scenes where ONLY the camera changes, like fly-through scenes"),"
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Thanks!

Trying to redefine the info in the AA and General Settings from the XML Scene specs.
This what I have so far:

-- Anti-Aliasing Settings –
Filter - 3 Anti-Aliasing reconstruction filters to use when resampling.
- Gaussian - Slight blurring.
- Mitchell-Netravali - Improves sharpness of the edges.
- Box - Equal weighting of all samples.
Min Sample - Number of samples to use on first Anti-Aliasing pass.
Pixel Width - Width of Anti-Aliasing pixel filter. [0-8]
Passes - Maximum number of Anti-Aliasing passes.
Inc Sample - Number of samples for additional Anti-Aliasing passes.
Threshold - Color threshold for additional Anti-Aliasing samples in next pass.
-- General Settings –
Ray Depth - Amount of times that rays can be reflected in specular surfaces or pass through transparent surfaces.
Transparent Shadow depth - Amount of transparent surfaces that shadow rays can get through to find light sources.
Gamma In - The default gamma value for all colors, lights and textures.
This value is used to convert these values to linear color space used by the Yafaray renderer.
Gamma Out - The gamma value target for the rendered image.
CPU Threads - Number of CPU threads used by YafaRay.
This number should be equal to the number of CPUs in your computer or minus one if you find that using all the CPUs bogs down your computer.
Normal Shadows / Transparent Shadows - Switches from Normal to Transparent Shadows.
Save Alpha - Exports an alpha file in addition to the RGB output file.
Z - Channel - Enable the Depth Channel in the output file.
Clamp RGB - Color depth is reduced to a low dynamic range before Anti-Aliasing filtering.

Seems to me that the info on Gamma In and Gamma Out is incorrect.

-- General Settings --
Gamma In - The default gamma value for all colors, lights and textures.
This value is used to convert these values to linear color space used by the Yafaray renderer.
Gamma Out - The gamma value target for the rendered image.


Blender user guide
Output Gamma.
Gamma correction performed on render output to match gamma of the color space the image is inserted in, usually 2.2 for sRGB or linear for HDR. This setting is by default set not to perform gamma correction (gamma output = 1) in order to pass renders in linear space to the Blender Compositor. More information here.
Input Gamma.
Inverse gamma correction performed on render input, which are textures, shader colors and light colors, so the render engine can work internally using the linear space. Gamma input value should equal that of the color space the input is working on, usually 2.2 for the sRGB


Also is the Linear Workflow in YafaRay the same in YafaRay4tS?
http://www.yafaray.org/documentation/us ... utworkflow

Trying to define sRGB Color Space and the workflow for YafaRay4tS


Also If I enable Draw Parameter, is the Custom String just for entering Comments in the yaf_test_log.html file?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Found a way to Close TGA Viewer and Delete the Yaf_render.cmd file
Edit: Ugh, deleting the Yaf_render.cmd is not compatible with the viewers in Animations.
RenderFnSet

Code: Select all

Line 188 = Activity.Run(System.ThisOwner() + "/Close_TGA_Viewer")
Line 192 = File.WriteLine('Del ' + '"' + CMD_Filename + '"') //External Viewer
Line 197 = File.WriteLine('"' + Yaf_CustomViewer + '" "' + Yaf_RenderFilename + '"') || File.WriteLine('Del ' + '"' + CMD_Filename + '"')
 
Close_TGA_Viewer.RsObj script

Code: Select all

var WMI = GetObject("winmgmts:");
var TGA = WMI.execquery("select * from Win32_process where Name='TGA_Viewer.exe'");
var EP = new Enumerator(TGA);
for(;!EP.atEnd(); EP.moveNext()){
var P = EP.item();
P.Terminate();
}

Can not figure out how to do the same with the Internal Viewer and OptDetector Viewer.


Also discovered by accident that you can use the Custom Viewer to open an Image editor with the rendered image. I have TGA files associated with GIMP. So I entered
C:\trueSpace761\tS\Image Folder\yaf_test.tga
in the path for the Custom Viewer.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 21 Jul 2018, 12:45 ...


Also If I enable Draw Parameter, is the Custom String just for entering Comments in the yaf_test_log.html file?
Yes.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

1.) If Use OptDetector Viewer is enabled and Use Internal Viewer is not enabled, the OptDetector Viewer does not work. Any chance this can be fixed?
2.) I notice that the DEFAULT settings for the following items are different from the YafaRay XML scene parameters, recommended defaults.
Background - Image
ibl_samples [8] (preferred) number of samples for direct lighting
Direct Lighting
raydepth [5] (preferred) maximum depth for recursive raytracing



Almost finished with the YafaRay4tS Help file.
I have searched in vein trying to figure out the Input Color Space's options in YafaRay4tS. I do note that in one of the previous YafaRay releases just before 3.3.0, notes that the Input Color Space was changed with regards to sRGB vs linear RGB and there is zero information on the XYZ.
Quote YafaRay developer:
From now on the user will be responsible for selecting correct ColorSpaces for all textures, including bump map, normal map, etc. For example for Non-RGB / Stencil / Bump / Normal maps, etc, textures are typically already linear and the user should select "linearRGB" in the texture properties, but if the user (by mistake) keeps the default sRGB for them, YafaRay will (incorrectly) apply the sRGB->LinearRGB conversion causing the values to be incorrect. However, I've added a "fail safe" so for any "float" textures, bump maps, normal maps, etc, when getting colors after interpolatio YafaRay will to a "inverse" color conversion to the original Color Space. This way, even a mistake in user's color space selection in bump maps, normal maps, etc, will not cause any significant problems in the image as they will be converted back to their original color space. However, in this case rendering will be slower and potential artifacts can appear due to interpolation taking place in the wrong color space. For optimal results, the user must select correctly the color space for all textures.
Default
Input Color Space - ?
LinearRGB - ?
sRGB - ?
XYZ - ?
Any suggestions on what to say in the help file?


Also need your help with the following items:
...........
Texture Map
1.) Shouldn't the color be white for use of Alpha in images?
User Guide - Texture Input:
YafaRay 8-bits supported formats are tga, jpeg and png. YafaRay also supports 16-bits tiff, exr and hdr.
Input Color Space: Use sRBG for 8-bits formats and Raw for high dynamic range formats.
UseAlpha: Renders the texture alpha channel as transparent (if it exists), white otherwise. Enabled by default.
2.) Remove the Z attributes (See below) since they are not being used?
...........
YafaRy4tS Help

Background
Color Space - ?
CIE (D50) - ?
CIE (E) - ?
sRGB (D50) - ?
sRGB (D65) - ?

Exposure - ?

Texture Map
Z Offset - Not used?
Z Scale - Not used?

Procedurals
Several questions

Blend
Steps to create 3 blended materials.


In a little bit I will upload RC - 19 with the new YafaRay4tS Help file and a few updated items.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

RC 19

Added an Image Folder with images to the Installer.
Note: I discovered that the installer does not delete the Yafaray4tS libraries, it only replaces the included items in the installation folder. So I changed the Yes/No/Cancel message to reflect that.

Fixed typo in Render Object button's LMB command

Tile Size's edit control
Change on update

Time Save
Changed the Edit box to zero decimals.
Add a Off/On button

Edited the Render Pass panel
Edited the Render Pass's Window Frame

Changed the YafaRay4tS toolbar Volume button's help Text

New YafaRay4tS Help.chm
Internet links changed to open in new window to avoid Internet Explorer errors.
Few more attributes need to be defined...

Install_Instructions.pdf 'replaces Installation Instructions.txt'

YafaRay4tS Setup - Background -> D3D Preview objects
Changes to Sphere objects
Yaw = 90 'image seam moved to the side'
Spherical UV projection
Show Backfaces 'image shows correctly from the inside'
Note: Background Image Sphere throws an ERROR FOUND: Image not found.
Workaround: Add image to Background - Image HDRI/IBL before rendering.

Close TGA Viewer

RenderFnSet
Add:
Line 187 = Activity.Run(System.ThisOwner() + "/Close_TGA_Viewer")

Add - Close_TGA_Viewer.RsObj to YafaRay4tS.RsObj

Code: Select all

var WMI = GetObject("winmgmts:");
var TGA = WMI.execquery("select * from Win32_process where Name='TGA_Viewer.exe'");
var EP = new Enumerator(TGA);
for(;!EP.atEnd(); EP.moveNext()){
var P = EP.item();
P.Terminate();
}
Yafaray Settings RMB Command

Code: Select all

// Switch to Yafaray
	if(Node.Exists("/Offline renderers/Yafaray")) {
		var myenum = System.CreateDO("Common Data Package/String Enum Data");
		myenum = Node.Value("/Offline renderers", "Renderer");
		var str = myenum.GetSelectedString();
		myenum.SetSelectedString("Yafaray");
		Node.Value("/Offline renderers", "Renderer") = myenum;
	}
	if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){
	} else {
		if(Node.Exists("/Yafaray Folder")){
			Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());
		}
	}
	UserInterface.OpenToolPanelViewEx2("" , "" ,Space.CurrentScene()+"/YafaRay4tS", 6, 1, 0)

// Load YafaRay4tS
	if(Node.Exists("/Offline renderers/Yafaray")) {

	}
	if (Node.Exists(Space.CurrentScene()+"/YafaRay4tS")){
	} else {
		if(Node.Exists("/Yafaray Folder")){
			Node.Copy("/Yafaray Folder/YafaRay4tS", Space.CurrentScene());
		}
	}
	UserInterface.OpenToolPanelViewEx2("" , "" ,Space.CurrentScene()+"/YafaRay4tS", 6, 1, 0)
Removed due to update
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 24 Jul 2018, 16:48 ...
2.) I notice that the DEFAULT settings for the following items are different from the YafaRay XML scene parameters, recommended defaults.
Background - Image
ibl_samples [8] (preferred) number of samples for direct lighting
Direct Lighting
raydepth [5] (preferred) maximum depth for recursive raytracing
...
I don't think the XML parameters are up to date. It has render threads >0 but value of -1 means use all threads, no mention of render passes. As is now the defaults are setup to match what Blender shows for it's defaults.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 24 Jul 2018, 16:48 ...
Almost finished with the YafaRay4tS Help file.
I have searched in vein trying to figure out the Input Color Space's options in YafaRay4tS. I do note that in one of the previous YafaRay releases just before 3.3.0, notes that the Input Color Space was changed with regards to sRGB vs linear RGB and there is zero information on the XYZ.
Quote YafaRay developer:
From now on the user will be responsible for selecting correct ColorSpaces for all textures, including bump map, normal map, etc. For example for Non-RGB / Stencil / Bump / Normal maps, etc, textures are typically already linear and the user should select "linearRGB" in the texture properties, but if the user (by mistake) keeps the default sRGB for them, YafaRay will (incorrectly) apply the sRGB->LinearRGB conversion causing the values to be incorrect. However, I've added a "fail safe" so for any "float" textures, bump maps, normal maps, etc, when getting colors after interpolatio YafaRay will to a "inverse" color conversion to the original Color Space. This way, even a mistake in user's color space selection in bump maps, normal maps, etc, will not cause any significant problems in the image as they will be converted back to their original color space. However, in this case rendering will be slower and potential artifacts can appear due to interpolation taking place in the wrong color space. For optimal results, the user must select correctly the color space for all textures.
Default
Input Color Space - ?
LinearRGB - ?
sRGB - ?
XYZ - ?
Any suggestions on what to say in the help file?


...
ColorManagement.jpg
Nope, only that XYZ is "experimental".
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 24 Jul 2018, 16:48 ...
Also need your help with the following items:
...........
Texture Map
1.) Shouldn't the color be white for use of Alpha in images?
User Guide - Texture Input:
YafaRay 8-bits supported formats are tga, jpeg and png. YafaRay also supports 16-bits tiff, exr and hdr.
Input Color Space: Use sRBG for 8-bits formats and Raw for high dynamic range formats.
UseAlpha: Renders the texture alpha channel as transparent (if it exists), white otherwise. Enabled by default.
...
I don't know what you mean here. Quote doesn't have anything to do with user setting a color. If there's no alpha it renders as white.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 24 Jul 2018, 16:48 ...

Background
Color Space - ?
CIE (D50) - ?
CIE (E) - ?
sRGB (D50) - ?
sRGB (D65) - ?

Exposure - ?

Texture Map
Z Offset - Not used?
Z Scale - Not used?
...
Color space is used in the Darktides Sunsky and is not documented anywhere I can find.

ZOffset and ZScale might be used, I don't know. It may be only valid with non-UV mapped textures, but like I said don't know.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 24 Jul 2018, 16:48 ...
Blend
Steps to create 3 blended materials.
...
A Blend material is a combination of 2 pre-existing materials.
http://www.yafaray.org/documentation/us ... n#blendmap
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 25 Jul 2018, 05:05
trueBlue wrote: 24 Jul 2018, 16:48 ...
Blend
Steps to create 3 blended materials.
...
A Blend material is a combination of 2 pre-existing materials.
http://www.yafaray.org/documentation/us ... n#blendmap
Thanks but I was hoping for simple steps on how to use your Blend material.
I asked for 'Steps to create 3 blended materials', because your Blend Material Collection object looks like it supports 25 materials.
So what is not clear is how to use your Blend material with the required Blend Material Collection object.


Also when Color is checked for your Image Cloud.
Odd coloring for the Image Cloud.PNG
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 25 Jul 2018, 16:05
clintonman wrote: 25 Jul 2018, 05:05
trueBlue wrote: 24 Jul 2018, 16:48 ...
Blend
Steps to create 3 blended materials.
...
A Blend material is a combination of 2 pre-existing materials.
http://www.yafaray.org/documentation/us ... n#blendmap
Thanks but I was hoping for simple steps on how to use your Blend material.
I asked for 'Steps to create 3 blended materials', because your Blend Material Collection object looks like it supports 25 materials.
So what is not clear is how to use your Blend material with the required Blend Material Collection object.


Also when Color is checked for your Image Cloud.
Odd coloring for the Image Cloud.PNG
OK, but still don't understand the number 3, why 3?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

I do not understand either. :? :?:
2 dozen eggs.PNG
2 dozen eggs.PNG (65.22 KiB) Viewed 4159 times
What are the steps on applying a material in this collection and how do you apply the material to the Blend material?
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 25 Jul 2018, 16:21 ...
2 dozen eggs.PNG
...
:lol:
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Found another issue.
Paint object with Blend material (Without setting it up properly)
Render
Image is saved with zero bytes.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 25 Jul 2018, 17:15 Found another issue.
Paint object with Blend material (Without setting it up properly)
Render
Image is saved with zero bytes.
If you want me to take a look a complete set of steps to reproduce the problem would make it much easier.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Those were the steps that I used.
However, I rebooted my computer and tried again and it worked as expected.
Until I started using the Render Object icons.
Which I am now discovering anaother issue.
The YafaRay4tS toolbar Render Object seems to be rendering twice.
If nothing is selected, I get two identical errors.
If an object is selected, the Internal display flashes twice.
I suspect that when you switch back and forth with the differnt Object Render modes, something is getting messed up.
I also see that neither Render Object mode in the Default aspect are enabled after switching to one or the other and rendering.
When I use tS Render Object icon is where I got the rendered image with zero bytes.
I also note that it does not render twice.
Can not really narrow this down to when or how this happens because sometimes it works right and sometimes it does not.

So something with the combination of switching Object Render modes, Render Object icons, and using the Blend material without any material applied.


Now it seems like the Object Render mode is stuck in the experimental mode. Selecting the default mode is not working like it should. IE It is working like the the experimental mode.

Do not know what to say Clinton. I did confirm in the console that YafaRay did not recognized the Blend material several times and rendered an image with zero bytes.

YafaRay4tS toolbar Render Object LMB command
OfflineRender.OpenView('',0,0);if (Node.Exists('/Scripts/Commands/RenderObject')){Activity.Run('/Scripts/Commands/RenderObject');}if (!Node.Exists('/Scripts/Commands/RenderrObject')){OfflineRender.RenderObject('')}

tS Render Object LMB command
OfflineRender.OpenView('',0,0);Activity.Run('/Scripts/Commands/RenderObject');


Looks like the typo snuck back in with the
YafaRay4tS toolbar Render Object LMB command
RenderrObject <----- two r(s)
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 25 Jul 2018, 19:28 ...
Looks like the typo snuck back in with the
YafaRay4tS toolbar Render Object LMB command
RenderrObject <----- two r(s)
Yep, that happens sometimes especially if you're testing different versions of tS or even switch computers.

What I mean by steps is a play by play of everything you did.

1. started a new scene
2. right clicked this toolbar for yafaray
3. added yafaray lights
4. added a cube and assigned blend material to it
5. pressed the render button
after pressing render I expected this to happen but that happened instead

No details translates to ok let me try this...nope don't see the problem, let me try this instead...nope let me try this instead...again..............1 or 2 hours later ok now I see the problem! or I give up I don't see a problem so it never gets fixed.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Fixed the typo in the Render Object button.
Re uploaded RC -19 in the previous post.

Here is a scene that shows that YafaRay does not recognize the Blend material when there is no materials applied.
Check the console.
Removed due to update
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 25 Jul 2018, 20:36 Fixed the typo in the Render Object button.
Re uploaded RC -19 in the previous post.

Here is a scene that shows that YafaRay does not recognize the Blend material when there is no materials applied.
Check the console.
Fix - update system trace error message to the new error handling system
YafaRay4tS/MaterialsFnSet around line 1382

Code: Select all

function ExportBlendMaterial(MaterialNode) {
	var Errors = Node.AccessFnSet(System.ThisOwner() + '/ErrorsFnSet');
	if(!Node.Exists(Space.CurrentScene() + "/Blend Material Collection")) {
		//System.Trace("Error: Blend Material Collection not found. Skipping material export.");
		Errors.Add("Blend Material Collection not found. Skipping material export.");
		return;
	}
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

BlendMaterial scene.RsScn

I followed the directions and I do have the textures.
Possibly the Prep YafaRay Scene script?
At one point I noticed the xml file on my Desktop.
BMS error.PNG
BMS error.PNG (11.67 KiB) Viewed 4472 times

I replace the YafaRay4tS with a new one.
BMS2 error.PNG
BMS2 error.PNG (7.64 KiB) Viewed 4470 times
It renders correctly though. :)

Wonder if you were to use a InputBitmap from the Components - Inputs and compilers library instead of the path dependent file dialog that you are using, would solve this issue? Instead of using the file dialog a user Ctrl + LMB selects the Bitmap control to select an image. This is the way all of the compiled D3D material are, as I understand it. Or is the path to the image needed by YafaRay?

Here is one without the errors.
I went inside the objects and changed the paths.
I change the color and enabled transparent shadows.
Had to replace the YafaRay4tS again as I discovered the errors stay with it regardless if they were corrected.

Removed due to update
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 25 Jul 2018, 23:21 BlendMaterial scene.RsScn

I followed the directions and I do have the textures.
Possibly the Prep YafaRay Scene script?
...
Possibly the Prep YafaRay Scene script ...what? Not sure what the question is.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 25 Jul 2018, 23:21 ... Or is the path to the image needed by YafaRay?
...
Yes, YafaRay needs the path to any images used.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 25 Jul 2018, 23:21
BMS2 error.PNG
...
Did you run the "Prep YafaRay Scene"? and if so did it give any errors or any messages? That screenshot makes it look like it was never run.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

I followed the directions.
I ran the Prep YafaRay Scene script.
I got a message that it was successful from the script.
I got the first error that I posted when I rendered.
Then I replaced the Yafaray4tS.RsObj
Then I got the path errors.


My guess given the error is the differences in the old YafaRay4tS node in the included scene and the newer one installed? Most likely the old one does not have the Object Render mode.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 26 Jul 2018, 01:31 I followed the directions.
I ran the Prep YafaRay Scene script.
I got a message that it was successful from the script.
I got the first error that I posted when I rendered.
Then I replaced the Yafaray4tS.RsObj
Then I got the path errors.


My guess given the error is the differences in the old YafaRay4tS node in the included scene and the newer one installed? Most likely the old one does not have the Object Render mode.
Tested
downloaded the original demo blend scene
downloaded and unzipped the texture files
opened the scene file and pressed the Prep YafaRay Scene, Start button
tried render got the error
ran render directly from the YafaRay node

got error message about textures
the wood texture was missing from the render
message from Prep YafaRay scene is wrong - said all was ok even though didn't select the textures downloaded

pushed the Choose Texture Source Folder button and chose the textures downloaded
pressed Start an got the same positive message
ran the render from the YafaRay node
render was good, including the wood texture and no error messages
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 25 Jul 2018, 23:21 ...
Here is one without the errors.
I went inside the objects and changed the paths.
I change the color and enabled transparent shadows.
Had to replace the YafaRay4tS again as I discovered the errors stay with it regardless if they were corrected.
BlendMaterial scene.RsScn
Got same errors because YafaRay uses the texture path, not the textures inside trueSpace.

The Prep YafaRay Scene needs to be fixed to give valid error/success messages. It does work if all steps are followed.
Need to update the instructions on the web page to account for the changes since it's creation.

You can use this script to copy values between different YafaRay4tS nodes:
http://clintons3d.com/plugins/downloads ... utes.RsObj
usage:
1. select the old YafaRay4tS node and press the Set Source button
2. select the new YafaRay4tS node and press the Set Destination button
3. press the Copy button
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

So does that mean all is okay?
EDIT: Crossed post


Still trying to get a grip on a simple Blended material.

Without knowing how it works, I came up with a mockup.
Blend comes preloaded with two materials.
File dialog 1 selects material 1 to edit.
File dialog 2 selects material 2 to edit. And exports out the Bitmap
YafaRay Blend 2.PNG
YafaRay Blend 2.PNG (14.76 KiB) Viewed 4299 times
Blend Material Collection.PNG
Blend Material Collection.PNG (3.19 KiB) Viewed 4299 times
Blend Collection comes preloaded with two materials.
Select Material 1 selects BlendMaterial1 to edit.
Select Material 2 selects BlendMaterial2 to edit.

Not sure what to do with the other eggs. ;)
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Bug fixed Prep YafaRay Scene script attached

bug - only searched for texture maps if the texture map folder was selected - fixed
bug - reported ok when texture map folder was blank - fixed with error messages
bug - failed silently if the texture map file was not found - fixed with error message
new - gives count of texture map path reassignments when succesful
Attachments
Prep YafaRay Scene.RsObj
(12.79 KiB) Downloaded 194 times
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Some Blend Material notes:

Blend Material Collection - repository of stand alone materials used inside of a Blend Material. It comes pre-populated with 2 materials since you need 2 materials to make a blend. 3 or more materials cannot be blended together. Use the Add Material button to add more selections for blending. There is no way to remove a material slot once it has been added. The Reset button clears out the collection and reverts back to the 2 blank materials. The Blend Material must have a Blend Material Collection in the scene, otherwise it has no materials to blend between.

YafaRay Blend Material usage:
1. first add a Blend Material Collection to the scene
2. edit 2 of the materials inside the Blend Material Collection
3. if more materials are needed press the Add Material button
4. assign the YafaRay Blend Material to the geometry
5. press the Update Material Lists button to refresh the 2 lists below it
6. choose 2 materials for blending from the 2 drop down lists
7. press the Make Preview button to see a D3D viewport preview for the Blend Material
8. control the amount of blend between the 2 materials using the Blend slider
9. to control the blend with a texture press the T button - this will override the Blend slider
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 26 Jul 2018, 02:22
trueBlue wrote: 25 Jul 2018, 23:21 ...
Here is one without the errors.
I went inside the objects and changed the paths.
I change the color and enabled transparent shadows.
Had to replace the YafaRay4tS again as I discovered the errors stay with it regardless if they were corrected.
BlendMaterial scene.RsScn
Got same errors because YafaRay uses the texture path, not the textures inside trueSpace.

The Prep YafaRay Scene needs to be fixed to give valid error/success messages. It does work if all steps are followed.
Need to update the instructions on the web page to account for the changes since it's creation.

You can use this script to copy values between different YafaRay4tS nodes:
http://clintons3d.com/plugins/downloads ... utes.RsObj
usage:
1. select the old YafaRay4tS node and press the Set Source button
2. select the new YafaRay4tS node and press the Set Destination button
3. press the Copy button
Isn't this the same as the Update YafaRay Render Node.RsObj in the Yafaray4tS Setup library?
BTW... the Update YafaRay Render Node.RsObj produces an error if there is no YafaRay4tS.RsObj in the scene.
Enclosed is a script that combines both of the Prep YafaRay Scene and Update YafaRay Render Node scripts .
ToDo: Still need to figure out why the following is not being honored.

Code: Select all

if(!Node.Exists(Source)) return;
if(!Node.Exists(Destination)) return;
Removed due to update
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 26 Jul 2018, 03:38 Some Blend Material notes:

Blend Material Collection - repository of stand alone materials used inside of a Blend Material. It comes pre-populated with 2 materials since you need 2 materials to make a blend. 3 or more materials cannot be blended together. Use the Add Material button to add more selections for blending. There is no way to remove a material slot once it has been added. The Reset button clears out the collection and reverts back to the 2 blank materials. The Blend Material must have a Blend Material Collection in the scene, otherwise it has no materials to blend between.

YafaRay Blend Material usage:
1. first add a Blend Material Collection to the scene
2. edit 2 of the materials inside the Blend Material Collection
3. if more materials are needed press the Add Material button
4. assign the YafaRay Blend Material to the geometry
5. press the Update Material Lists button to refresh the 2 lists below it
6. choose 2 materials for blending from the 2 drop down lists
7. press the Make Preview button to see a D3D viewport preview for the Blend Material
8. control the amount of blend between the 2 materials using the Blend slider
9. to control the blend with a texture press the T button - this will override the Blend slider
Thanks Clinton!
In step 4, do you mean Paint the object from the D3D Material Editor?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Made an exciting discovery last night!
Well at least for me.

I was turned off by the use of the OptDetector as a viewer because the plugin demanded to reload it's libraries after you Reset the Default Context.
I discovered a OptDetectorsPreferences node in Preferences.
I saved it to the preobjects folder and added a line to the reset.js file.

Code: Select all

RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\OptDetectorsPreferences.RsObj', '/Preferences/');
No more demanding that the libraries are reloaded! :D
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 26 Jul 2018, 07:46
clintonman wrote: 26 Jul 2018, 03:38 Some Blend Material notes:

Blend Material Collection - repository of stand alone materials used inside of a Blend Material. It comes pre-populated with 2 materials since you need 2 materials to make a blend. 3 or more materials cannot be blended together. Use the Add Material button to add more selections for blending. There is no way to remove a material slot once it has been added. The Reset button clears out the collection and reverts back to the 2 blank materials. The Blend Material must have a Blend Material Collection in the scene, otherwise it has no materials to blend between.

YafaRay Blend Material usage:
1. first add a Blend Material Collection to the scene
2. edit 2 of the materials inside the Blend Material Collection
3. if more materials are needed press the Add Material button
4. assign the YafaRay Blend Material to the geometry
5. press the Update Material Lists button to refresh the 2 lists below it
6. choose 2 materials for blending from the 2 drop down lists
7. press the Make Preview button to see a D3D viewport preview for the Blend Material
8. control the amount of blend between the 2 materials using the Blend slider
9. to control the blend with a texture press the T button - this will override the Blend slider
Thanks Clinton!
In step 4, do you mean Paint the object from the D3D Material Editor?
Yes
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