Yafaray4tS v0.9.0

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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 clintonman »

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 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

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

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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 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:
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 »

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

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 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

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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 »

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

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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 »

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

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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 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

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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

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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 »

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 »

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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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 »

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 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

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trueBlue wrote: 15 Jul 2018, 17:18 ...
I found some issues with the panels not updating on change, so I fixed that.
And I was able to modify the OptDetector Viewer's Window Frame by adding a toolbar and code to size the viewer by the values entered into the Width and Height. Turns out it was a rather small change to your Show Display and ShowDisplayFnSet scripts by adding:

Code: Select all

var Width = Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Yaf_ResX")
var Height = Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Yaf_ResY")
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 1", -1, -1, Width, Height, -1, -1, -1)
Node.Value("/Project/Windows Manager Space/Frame Window, 1", "TabsAsButtons") = -1
Node.Value("/Project/Windows Manager Space/Frame Window, 1", "Title") = Node.ShortName(Space.CurrentScene())
Node.Copy(Space.CurrentScene() + "/YafaRay4tS/tSDisplay/YafaRay4tS_ToolbarFrame", "/Project/Windows Manager Space/Frame Window, 1")
WindowsManager.Activate();
WindowsManager.UpdateWindowsStructure();
Capture.PNG
...
If the OptDisplay is already open it will not change size.
If a floating window(3dview, scene view, animation view...) is open it will change size.

Problems most likely caused by hard coded window name:
"/Project/Windows Manager Space/Frame Window, 1"

Tested with 4k resolution render, 3840 x 2160, and window limited itself to the size of the screen. So it didn't break anything.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 15 Jul 2018, 19:20 Not sure how your Convert Format works with the BMPTransmitter.
I was thinking about doing something like this:
Capture.PNG
Which is just a copy of your Convert Format renamed to Image.
That way it shows in the dialog as an Image
This statement is unconfirmed and from memory:
I think you want to place it before the Convert Format. The BMP Transmitter is limited to 8 bit formats so it couldn't read exr or hdr renders. If you place it after you won't be able to save exr or hdr images.

Also be aware that YafaRay can render tif files which trueSpace can't read or write.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Not sure how your Convert Format works with the BMPTransmitter.
I was thinking about doing something like this:
Capture.PNG
Which is just a copy of your Convert Format renamed to Image.
That way it shows in the dialog as an Image
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Re: Yafaray4tS v0.9.0

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trueBlue wrote: 15 Jul 2018, 18:09 I was thinking that you could use that command that use to be on the Display viewer.
tS Save As dialog ?
Would something like this work?

Code: Select all

Activity.Run(Space.CurrentScene() + "/YafaRay4tS/GetRenderFile");
Vray has Render to File on it's viewer.
Vray.SaveToFile('')
Vray R2F.PNG
This is the code that was directly on the button on the Display node
YafaRay4tS/tSDisplay/Display

Code: Select all

Library2.DlgGenericSave("","%THIS_NAME%",3);
Vray renders to memory, so it has to have a save to file button. YafaRay renders to a file already.
If you add a button to the optDisplay you may as well add it to the default intenal viewer too.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

I was thinking that you could use that command that use to be on the Display viewer.
tS Save As dialog ?
Would something like this work?

Code: Select all

Activity.Run(Space.CurrentScene() + "/YafaRay4tS/GetRenderFile");
Vray has Render to File on it's viewer.
Vray.SaveToFile('')
Vray R2F.PNG
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Sounds good.
"The toolbar icon needs a LMB command to save the image." - why is that? It already renders to a file.
What happens if you render an image larger than the screen dimensions and is that a problem?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

OMG! Last night I found out why I was having so many problems with Rosetta.
In the Task Manager, I had 3 Standalone Runners running, even without having any versions of tS open!

Yeah that YafaRay4tS Help file is messed up!
HTML Help Workshop does not have HTML editor, it's like using Notepad to edit HTML. Ugh!
Thanks for the additional info, that will help a lot!
I have found an easier way to create this help file.
I started using Word 2013 and I was pleasantly surprised that I can compile it using HTML Help Workshop.
All of the images of the panels etc... are now up to date.
I still need more info from you and I will get back to you ASAP.

I found some issues with the panels not updating on change, so I fixed that.
And I was able to modify the OptDetector Viewer's Window Frame by adding a toolbar and code to size the viewer by the values entered into the Width and Height. Turns out it was a rather small change to your Show Display and ShowDisplayFnSet scripts by adding:

Code: Select all

var Width = Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Yaf_ResX")
var Height = Node.Value(Space.CurrentScene() + "/YafaRay4tS", "Yaf_ResY")
WindowsManager.MoveWindow("/Project/Windows Manager Space/Frame Window, 1", -1, -1, Width, Height, -1, -1, -1)
Node.Value("/Project/Windows Manager Space/Frame Window, 1", "TabsAsButtons") = -1
Node.Value("/Project/Windows Manager Space/Frame Window, 1", "Title") = Node.ShortName(Space.CurrentScene())
Node.Copy(Space.CurrentScene() + "/YafaRay4tS/tSDisplay/YafaRay4tS_ToolbarFrame", "/Project/Windows Manager Space/Frame Window, 1")
WindowsManager.Activate();
WindowsManager.UpdateWindowsStructure();
Capture.PNG
The toolbar icon needs a LMB command to save the image.
Here is the Yafaray Folder
Removed due to update
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Re: Yafaray4tS v0.9.0

Post by clintonman »

new bug found - if use Save timer with the internal viewer the status line does not clear. the internal viewer is not compatible with the save timer so that could be a factor.
don't know if this is is also true with the optdetector viewer - need to test
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Re: Yafaray4tS v0.9.0

Post by clintonman »

The documentation looks good. here are some notes:

YafaRay4tS Toolbar page:
remove YafaRay Export and Render
at bottom Restore the toolbar - right click render icons

YafaRay4tS - Default page:
Input Color Space - LinearRGB, sRGB, XYZ - not sure what these do, XYZ is "experimental"
Clay Render - override all materials with a white diffuse material
Normals Smoothing - apply Blender style smoothing to a mesh, everything is hard edged by default in the YafaRay renderer
Reset Default Settings - resets all attributes
Render Pass Panel - opens a popup window of the Render Pass Panel
Denoise Settings - Mix=proportion of denoise and original image, Luminance=brightness noise control, Chrominance=color noise control, do not combine denoise with the Save Timer
Custom String - appears in the log files created by the Draw Parameter
Draw Parameter - logs render results to an html file
Tile Size - size of the boxes used for rendering
Tile Order - centre=build image from the center, random, linear=build image from top to bottom, tile order can be observed by using the Save Time option
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 OpDetector internal viewer. Set to zero to disable. Do not set too low because your machine may not be able to save quickly enough.
Render Object Mode - first dot standard mode, second dot experimental mode
Scene Brightness - used to alter D3D light attenuation to match YafaRay renders

Open Temp Folder - opens the folder containing the xml and command files. Renders will go to the same place by default.
Render - immediate render of the scene

YafaRay4tS - Background
Background type None will export as medium gray color and will remove any background previews generated.
Transparent - render background as transparent
Materials Transparent Refraction - materials refract the transparent background. Transparent background must be selected for this option to work.
Preview button - makes a D3D preview of the background by creating a large sphere and lights if "Use IBL" is active. The sphere and lights exists inside the YafaRay4tS node and are not exported.
Preview scale controls the size of the preview sphere.
remove this line from the Use IBL section - Use background on the "Default" tab must also be checked.
Sun Sky section buttons - "Select"=select the light inside the YafaRay node used to represent the sun. It can be moved but not rotated. It always points to the center of the scene. "# To Sun"=transfer the Sun direction numbers to the position of the preview sun light. "#From Sun"=transfer the sun light position from the preview light to the Sun Direction settings for export. The preview position is not exported.
Fog section remove - Requires Yafaray version 0.1.2 be setup with YafaRay4tSv0.7.5 and the "Yafaray 0.1.2 xml format - beta" checkbox enabled, located in the Setup aspect.

YafaRay4tS - Setup
Leave console open after render is only way to see warnings or errors from the YafaRay renderer.
Use OptDetector Viewer - overrides the default internal viewer in favor of the optional OptDetector Viewer.
remove the Yafaray 0.1.2 xml format - beta notes
File Format - png is the default format. Additional formats are exr, hdr, jpeg, png and tif. Tif files cannot be viewed inside of trueSpace. <- also change for each of the lighting model pages

Looks like the light pages have broken image links

materials - move texture attributes to a new texture mapping page
glossy material image is old
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Re: Yafaray4tS v0.9.0

Post by clintonman »

RC15

new panels
export xml clear status line
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 15 Jul 2018, 01:39 ...

Did you noticed that I shared a modified copy of the Yafaray Folder a few post back?
Yep, don't have it yet, but looking forward to it.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

:oops:

I noticed in the C3DReset on line 41 does not work in Rosetta. That's because it is path dependent.
If you change that line with the following it will work with all versions of trueSpace

Code: Select all

WindowsManager.LoadLayout('\\default_layout.rsl');

Did you noticed that I shared a modified copy of the Yafaray Folder a few post back?
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 23:53 You do know that the Rosetta reset.js file is different from tS761, right?
These versions are different then the released copies in that I changed to
Activity.Run("Project/Space 3D/C3DReset");
Here are both:


EDIT: Just notice an error in the Rosetta.log

Code: Select all

Error: Unspecified script error Line: 36, Char: 0 Script text:  RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Dialog settings.rsobj', '/Preferences/');    0x80020101  [RsScript.cpp(188)]
14:57:12.554 INFO  RsApp.RunScript('reset.js') - 1766 ms          
and

Code: Select all

try {tSBridge.ConnectTSToSpace('/Project/Space 3D');} catch(exception) { } - 16 ms
This is was why Rosetta would not run the Reset to Default Context.
There was no Dialog settings.rsobj because this version was not updated.
Got it and no, I only know what you decide to share.
So the take away is that the reset files from the updates should not be copied over the unpatched tS reset files.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

You do know that the Rosetta reset.js file is different from tS761, right?
These versions are different then the released copies in that I changed to
Activity.Run("Project/Space 3D/C3DReset");
Here are both:


EDIT: Just notice an error in the Rosetta.log

Code: Select all

Error: Unspecified script error Line: 36, Char: 0 Script text:  RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\Dialog settings.rsobj', '/Preferences/');    0x80020101  [RsScript.cpp(188)]
14:57:12.554 INFO  RsApp.RunScript('reset.js') - 1766 ms          
and

Code: Select all

try {tSBridge.ConnectTSToSpace('/Project/Space 3D');} catch(exception) { } - 16 ms
This is was why Rosetta would not run the Reset to Default Context.
There was no Dialog settings.rsobj because this version was not updated.
Removed due to update
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 23:18 I replaced the Rosetta reset.js with the Update 4 reset.js file before installing RC-14 to test the new code.

Here is the Yafaray Folder from RC- 14 with modified panels Only.
In that case can you share the Update 4 reset.js file ?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

I replaced the Rosetta reset.js with the Update 4 reset.js file before installing RC-14 to test the new code.

Here is the Yafaray Folder from RC- 14 with modified panels Only.
Removed due to update
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 22:23 RC 14
Rosetta without update
Replaced Rosetta reset.js with Update 4 reset.js

1.) Export XML button status message does not clear
2.) Reset to Default Context does not work and never reopens Rosetta
Renaming the Backup does not work either
Delete all reset.js files and reset works
Reinstall RC 14 then reset works
IDK?
Access denial, IDK?
Your code to check for different version, IDK?

Conflict with iOptDetectors plugin wanting to reload it's libraries, IDK?
Note: I did install iOptDetectors to my C drive. Wanting to test if you can use different versions of tS.
Before I installed RC 14, I did notice that it never tried to load it's libraries until now.

There are differences in the way the reset.js files are being rewritten but mostly indents missing and spaces between lines.
So you installed RC14 and then replaced the reset.js file with the Update 4 version? If so then maybe it looks for something that only exists in Update 4 and so it fails to restart.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

RC 14
Rosetta without update
Replaced Rosetta reset.js with Update 4 reset.js

1.) Export XML button status message does not clear
2.) Reset to Default Context does not work and never reopens Rosetta
Renaming the Backup does not work either
Delete all reset.js files and reset works
Reinstall RC 14 then reset works
IDK?
Access denial, IDK?
Your code to check for different version, IDK?

Conflict with iOptDetectors plugin wanting to reload it's libraries, IDK?
Note: I did install iOptDetectors to my C drive. Wanting to test if you can use different versions of tS.
Before I installed RC 14, I did notice that it never tried to load it's libraries until now.

There are differences in the way the reset.js files are being rewritten but mostly indents missing and spaces between lines.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

RC14

The install shows the Setup aspect
Render Scene button relabeled to Render
Install removes 2 redundant lines from the reset.js file
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Hummm… I do not remember the Glass material being an issue before.
The Render Object issue was my fault. Don't remember how but the Rosetta render icons were changed in my installation.

If you could apply XStart, YStart, Height, and Width to the Bounding Box of a selected object, you would have a perfect Render Object.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 17:49 It is the Glass material (default settings) that is causing that error.
I repainted with Shiny Diffuse and now my image has some bytes :)
Also the xml file issue is not a problem now
OK glad you figured it out.

The install not showing Setup aspect is solved
The renaming the Render Scene button is easy
Install removes those 2 redundant lines from the reset.js file

There is no way to get error messages from YafaRay renderer, so no way to automatically solve issues like the "not enough photons to render" issue.
May want to add a note to documentation that some errors can only be seen in the windows console.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

It is the Glass material (default settings) that is causing that error.
I repainted with Shiny Diffuse and now my image has some bytes :)
Also the xml file issue is not a problem now
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 17:27 Think I found out what's up with the zero bytes issue
I can reproduce by setting photon mapping as the lighting method and reducing the photon counts to 5.

Now need to figure your xml file permissions problem.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 17:06 ...
Shouldn't the Render buttons honor that though?
...
Nope.
trueBlue wrote: 14 Jul 2018, 17:06 ...
Well except for the panel editing. ;)
...
:P :lol:

trueBlue wrote: 14 Jul 2018, 17:06 ...
Also suggest that you change the Render to File's Render Scene button to Render.
...
will change
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Think I found out what's up with the zero bytes issue
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 16:51
New - If I use Rosetta Render Object nothing renders nor does Render to File if checked.
...
Not seeing this. Any steps to reproduce the problem?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Got that. Crossed post!
Shouldn't the Render buttons honor that though?
Great work on the Render Area!
Well except for the panel editing. ;)
Not so sure of the value or use of exposing the Render Area attributes though.
Also suggest that you change the Render to File's Render Scene button to Render.
It is miss leading when you use the different Render icons and that is the way tS Render to File is.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

The YafaRay4tS node render buttons are not set to use the render to file dialog. Only the toolbar buttons have that option.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 14 Jul 2018, 16:11
trueBlue wrote: 14 Jul 2018, 15:27
trueBlue wrote: 14 Jul 2018, 04:23 I got iOptDetector Viewer to work.
If I enable Internal Display Viewer it works.
If I disable Internal Display Viewer it does not work.

If I use the Rosetta RenderScene icon, I get this error:
This is still true in RC-13
Is this 1 issue or 2 issues?
The error comes from disable internal viewer?

optdetector is an internal display, so it won't work if internal display is disabled
Tested again.
I am not getting an error this time using Rosetta icons.
If I enable Internal Display Viewer it works.
If I disable Internal Display Viewer it does not work.
New - If I use Rosetta Render Object nothing renders nor does Render to File if checked.
YafaRay Render icons work as expected
All of YafaRay4tS - Render buttons do not honor Use Render to File if checked
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 15:39 In the present released Update 4 reset.js file these 2 lines exist:

Code: Select all

RsFileIO.LoadObject( rosDir + "\\Scripts\\preobjects\\Yafaray Folder.RsObj", "/");
RsFileIO.LoadObject( rosDir + '\\Scripts\\clintonobjects\\ReloadCustomScripts.RsObj', "/Scripts");
RC-13 Does not remove these 2 lines
So as I understand it, this process is still being run twice!
I can remove these lines in the upcoming release but, for backwards compatibility I would suggest that you address this with your installation script.
OK, I see it. It doesn't hurt anything but I will alter the install to remove those lines.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 15:44 RC - 13
Shows the Direct aspect after installation, instead of the Setup aspect like it did before.
roger that, will look for a fix
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 15:51 RC -13
If I Unload OptDectectors Package and reboot Rosetta, Use Render to File Dialog is not honored with the Render buttons.
Render icons work as expected.
The YafaRay4tS node render buttons are not set to use the render to file dialog. Only the toolbar buttons have that option.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 14 Jul 2018, 15:27
trueBlue wrote: 14 Jul 2018, 04:23 I got iOptDetector Viewer to work.
If I enable Internal Display Viewer it works.
If I disable Internal Display Viewer it does not work.

If I use the Rosetta RenderScene icon, I get this error:
This is still true in RC-13
Is this 1 issue or 2 issues?
The error comes from disable internal viewer?

optdetector is an internal display, so it won't work if internal display is disabled
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Still not seeing anything like that here:
rosetta not patched
install rsx plugin
install c3dpersistenceAutoload
reset context
install yaf4ts
uncheck render to file
save settings
render button - success

create c:\Temp
settings reset temp dir, reset custom xml, reset render output - done to try to match your setup
render button - success

I can't even begin to imagine why it's not working for you.

by default xml file is set to be delete after render

try the attached YafaRay4tS with the output console log view open and send me a screen shot

try deleting all the files in your temp folder

try deleting and recreating your temp folder

try rendering to a different location

try a different computer if possible

try disabling your anti virus software

what version of windows are you running? I've only tested on 2 win10 machines - win10 pro and win10 home

on a side note, C:\Temp isn't a part of windows. it's not included with winxp, win7 or win10. maybe it was left over from win98 or the original yaf4ts guys just made it up.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

RC -13
If I Unload OptDectectors Package and reboot Rosetta, Use Render to File Dialog is not honored with the Render buttons.
Render icons work as expected.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

RC - 13
Shows the Direct aspect after installation, instead of the Setup aspect like it did before.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

In the present released Update 4 reset.js file these 2 lines exist:

Code: Select all

RsFileIO.LoadObject( rosDir + "\\Scripts\\preobjects\\Yafaray Folder.RsObj", "/");
RsFileIO.LoadObject( rosDir + '\\Scripts\\clintonobjects\\ReloadCustomScripts.RsObj', "/Scripts");
RC-13 Does not remove these 2 lines
So as I understand it, this process is still being run twice!
I can remove these lines in the upcoming release but, for backwards compatibility I would suggest that you address this with your installation script.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

trueBlue wrote: 14 Jul 2018, 04:23 I got iOptDetector Viewer to work.
If I enable Internal Display Viewer it works.
If I disable Internal Display Viewer it does not work.

If I use the Rosetta RenderScene icon, I get this error:
This is still true in RC-13
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Installed to Rosetta unpatched

Uncheck Render to File
1.) I'll repeat again, I do not understand why this would be a default setting.
Select the Save Settings button
Select Render button and I get this error:
First render.PNG
First render.PNG (9.44 KiB) Viewed 4292 times
Select the Output Render File C:\Temp\yaf_test.png (Default from RC-13)
2.) yaf_test.png is zero bytes (Noted that the yaf_temp.xml exist)
First render yaf_test png is 0 Bytes.PNG
First render yaf_test png is 0 Bytes.PNG (16.56 KiB) Viewed 4292 times
Select the Output Render File C:\Temp\yaf_test.jpg (Noted that the jpg was NOT zero bytes)

Select Render and I get the above error
Select the Output Render File C:\Temp\yaf_test.jpg (Noted that the jpg IS zero bytes)

I have reported this before. Any ideas what is wrong here?
Changed to:
Use Custom XML export file (Without using the File Dialog)
C:\Temp\CustomTemp.xml
This works, but now I do not see the CustomTemp.xml file in that path. (It was there previously)
If I uncheck Use Custom XML export file it does not work and the images are zero bytes again
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Re: Yafaray4tS v0.9.0

Post by clintonman »

RC13
Lucky 13

changes/notes:

reset file alter so C3DReset is not run with ScriptObject.Execute - only issue for older test installer
also checks for Activity.Run("Project/Space 3D/C3DReset") pre-exist, does nothing if it does
also runs from scene instead of root to match unofficial update
RsFileIO.LoadObject( rosDir + '\\\\scripts\\\\preObjects\\\\C3DReset.RsObj', scene);
Activity.Run(scene + "/C3DReset");

replaced Width and Height on Animation panel to use ResX and ResY

added ResX and ResY to camera aspect, moving width and height to the area render section

Map node default gamma 2.2, fix bug where any texture removal erased the color texture preview

added new yafaray buttons from tB

animation tab script changed
Node.ConReset("%THIS_NAME%Sequence Player//Frame", "Frame")
to
Node.ConReset("%THIS_NAME%/Sequence Player/Frame", "Frame")

ShowDisplayFnSet anim status add start frame and subtract 1

6.) Here is an example where I render from YafaRay4tS/Anim aspect Start Frame 17 and End Frame 17
not possible to render a single frame animation because of the looping nodes
RenderAnim2 updated error message to check for less than 2 frame, was less than 1 before
also set numFrames to 2 instead of 1 because of the "off by one error"
var numFrames = end - start + 1;
if(numFrames < 2) {
Errors.Add("The End frame must be after the Start frame.");
numFrames = 2;
}

RenderFnSet at bottom clear status if internal view is false
Activity.Run(Space.CurrentScene() + "/YafaRay4tS/ClearStatus");

ResetToDefaults bottom - optdetector default adjustment
if(typeof OptDetectors == 'undefined')
Node.Value(yafNode, "useOptDetector") = false;

remove automatic frame range for animation unless start and end are the same frame in which case get start and end from the AnimMng node
Scripts/CustomCommands/YafarayScripts/RenderAnimation
if(Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Start_Frame") == Node.Value(Space.CurrentScene()+"/YafaRay4tS", "End_Frame")) {
Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Start_Frame") = Node.Value("AnimMng", "AnimStart");
Node.Value(Space.CurrentScene()+"/YafaRay4tS", "End_Frame") = Node.Value("AnimMng", "AnimEnd");
}

Note: if tS not installed to "C:\trueSpace761" then auto load of Clintons3DPlugin.rsx will not occur when unofficial patch is installed

during install run full reset, not just 4 connectors
//Node.ConReset(Space.CurrentScene() + "/YafaRay4tS", "Yaf_Path")
//Node.ConReset(Space.CurrentScene() + "/YafaRay4tS", "Yaf_TempDir")
//Node.ConReset(Space.CurrentScene() + "/YafaRay4tS", "Yaf_XMLFilename")
//Node.ConReset(Space.CurrentScene() + "/YafaRay4tS", "Yaf_RenderFilename")
Activity.Run(Space.CurrentScene() + "/YafaRay4tS/ResetToDefaults")
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

I got iOptDetector Viewer to work.
If I enable Internal Display Viewer it works.
If I disable Internal Display Viewer it does not work.

If I use the Rosetta RenderScene icon, I get this error:
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 13 Jul 2018, 19:45 I can't explain why it's necessary because I don't think it is necessary.
Well that explains it. :D
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 13 Jul 2018, 19:18 ...

Also can please explain to me why it is necessary to run the same script twice in two different locations, from the reset.js file?

Code: Select all

RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\C3DReset.RsObj', scene);
Activity.Run("Project/Space 3D/C3DReset");
RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\C3DReset.RsObj', '/');
Activity.Run("/C3DReset");
Whatever is decided I will be putting this in the unreleased Update 4.
I can't explain why it's necessary because I don't think it is necessary.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

RenderArea.jpg
diagram of how render area works
ResX, ResY used for the full render
StartX,y and Width and Height used for render area
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Oh come on, I know you can do it. :D
Maybe create another node in YafaRa4tS that stores the current Width & Height.
Then after a Render, restore the previous stored Width & Height
If that is possible, no need to add any Area Render attributes in the user interface, unless for some reason it has value.

This probably is not right but maybe something like this in the RenderArea script:

Code: Select all

//Add to RenderArea script
var tmpYaf_Width = Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Yaf_Width")
var tmpYaf_Height = Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Yaf_Height")

Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Yaf_Width") = tmpYaf_Width
Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Yaf_Height") = tmpYaf_Height

		Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Yaf_Width") = dx * renderScale;
		Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Yaf_Height") = dy * renderScale;

// Add into End of RenderArea script
		Activity.Run(Space.CurrentScene()+"/YafaRay4tS/ExportXML");
		Activity.Run(Space.CurrentScene()+"/YafaRay4tS/Render");
		Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Yaf_Width") = tmpYaf_Width
		Node.Value(Space.CurrentScene()+"/YafaRay4tS", "Yaf_Height") = tmpYaf_Height

Also can please explain to me why it is necessary to run the same script twice in two different locations, from the reset.js file?

Code: Select all

RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\C3DReset.RsObj', scene);
Activity.Run("Project/Space 3D/C3DReset");
RsFileIO.LoadObject( rosDir + '\\scripts\\preObjects\\C3DReset.RsObj', '/');
Activity.Run("/C3DReset");
Whatever is decided I will be putting this in the unreleased Update 4.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 13 Jul 2018, 14:17
clintonman wrote: 13 Jul 2018, 13:56 I don't see Width and Height being reset anywhere. What are the steps to see this?
1.) In the Camera aspect, Render at 640x480.
2.) Next use the Render Portion. The Width and Height are changed in the Camera aspect.
3.) Exit Render Portion.
4.) Render again using the Render button

...
I don't see any way around that. Maybe add the ResX and ResY to the camera aspect so it's clear that the area render Xstart,Ystart,Width and Height is not the same as ResX ResY. Also if you uncheck Area Render it will use the ResX and ResY from the other panels.
The animation tab is also pointing to the area render attributes instead of ResX ResY.
Area render uses the full size information and the box within the full render to produce the area render result.

TODO:
add ResX, ResY to the camera aspect
change animation aspect to use ResX ResY instead of Yaf_Width and Yaf_Height
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 13 Jul 2018, 13:56 I don't see Width and Height being reset anywhere. What are the steps to see this?
1.) In the Camera aspect, Render at 640x480.
2.) Next use the Render Portion. The Width and Height are changed in the Camera aspect.
3.) Exit Render Portion.
4.) Render again using the Render button

In Vray the Image - Width and Height does not change after using the Render Portion


With regards to what Jack wrote, can you give me a better example of what to write?
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 13 Jul 2018, 06:30 ...

Working on the Help file a little bit. Jack writes about YafaRay4tS:
"YafaRay4tS is implemented as an XML exporter that uses batch scripting to interface with YafaRay command line XML interface. This has a significant advantage over direct interfacing with the render engine allowing the user to continue to work on their project while YafaRay renders the spawned request in the background.
The YafaRay4tS user interface handles all these details of interfacing with the render engine transparently
for the user so that they can focus on their art and not on setting the renderer up"
Is this true?
I minimized tS in the middle of rendering an animation at frame 15. When I opened it up it had stopped rendering at frame 15.

Is there anyway to stop changing or resetting the Output - Render File's image Width and Height after using the Render Portion? If not I was thinking about adding a script to it's widget.
You have to choose the batch option to render in the background.

I don't know what he means by this: "The YafaRay4tS user interface handles all these details of interfacing with the render engine transparently [/color]for the user so that they can focus on their art and not on setting the renderer up"

I don't see Width and Height being reset anywhere. What are the steps to see this?
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

clintonman wrote: 13 Jul 2018, 05:38
trueBlue wrote: 13 Jul 2018, 05:28 Here is all of the new YafaRay4tS buttons

Does that include the bad "7.) I do not think I wrote the Yafaray Settings RMB Command script right.
Do not think the YafaRay4tS node should be replaced if it Exist in the scene."
The Yafaray Settings RMB Command node I was referring to resides inside the YafaRa4tS node.
The YafaRay4tS Settings icon's RMB calls the Yafaray Settings RMB Command node

Code: Select all

if (Node.Exists("/Yafaray Folder/YafaRay4tS")){Activity.Run("/Yafaray Folder/YafaRay4tS/Yafaray Settings RMB Command")}
Working on the Help file a little bit. Jack writes about YafaRay4tS:
"YafaRay4tS is implemented as an XML exporter that uses batch scripting to interface with YafaRay command line XML interface. This has a significant advantage over direct interfacing with the render engine allowing the user to continue to work on their project while YafaRay renders the spawned request in the background.
The YafaRay4tS user interface handles all these details of interfacing with the render engine transparently
for the user so that they can focus on their art and not on setting the renderer up"
Is this true?
I minimized tS in the middle of rendering an animation at frame 15. When I opened it up it had stopped rendering at frame 15.

Is there anyway to stop changing or resetting the Output - Render File's image Width and Height after using the Render Portion? If not I was thinking about adding a script to it's widget.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

ringVL.jpg
ring scene converted from virtualight scene. I wanted to try caustics and this is the scene I was working on when I discovered the texture map bug. The ring is black in the preview because it is mostly reflective and that doesn't translate well for the D3D viewport render. The wood in the render is too light It would match better with the texture gamma set to 2.2 instead of 1. Looks like the Map node got saved with gamma of 1, the reset value is 2.2

TODO: Map node gamma save at 2.2 gamma default in to the library

I'll plan to make a new RC release tomorrow.
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 13 Jul 2018, 05:28 Here is all of the new YafaRay4tS buttons

Does that include the bad "7.) I do not think I wrote the Yafaray Settings RMB Command script right.
Do not think the YafaRay4tS node should be replaced if it Exist in the scene."
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Re: Yafaray4tS v0.9.0

Post by clintonman »

Found a bug in the texture system. When removing any texture the color texture was disabled in the preview. It still rendered ok, but turned white in the viewport.
Map/SwitchImage moved } furthur down so not resetting the "UseDiffuseMap" value
about 3 or 4 places in the code where it happens

Code: Select all

	//need to disconnect and reset con and delete self if switch to none MapType== -1
	if(MapType == -1) {
		Node.Disconnect(owner, "BitMapOUT", Node.Owner(owner) + "/ImagePreviewData", attributeName + "_img");
		Node.ConReset(Node.Owner(owner) + "/ImagePreviewData", attributeName + "_imgOUT");
		Node.ConReset(Node.Owner(owner) + "/ImagePreviewData", attributeName + "_img");

		//disconnect for diffuse_color - not working but delete will sever links
		if(Node.Exists(textureColorShader)) {
			if(attributeName == "diffuse_color") {
				Node.Disconnect(owner, "BlendOUT", textureColorShader, "DiffuseBlend")
				Node.Disconnect(owner, "DefColorOUT", textureColorShader, "DiffuseDefColor")
				Node.Disconnect(owner, "XOffsetOUT", textureColorShader, "OffsetU")
				Node.Disconnect(owner, "XScaleOUT", textureColorShader, "ScaleU")
				Node.Disconnect(owner, "YOffsetOUT", textureColorShader, "OffsetV")
				Node.Disconnect(owner, "YScaleOUT", textureColorShader, "ScaleV")
			//}

			Node.Value(textureColorShader, "UseDiffuseMap") = false;
			Node.Value(textureColorShader, "DiffuseMapType") = MapType;
			}
		}
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Here is all of the new YafaRay4tS buttons
Removed due to update
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Hope you find out whats up.
1.) The Sequence Player's BitMap display Script on Right click has a double forward slash
SeQ Player.PNG
SeQ Player.PNG (1.75 KiB) Viewed 4493 times
2.) I think your Animation Rendering Status Line message is one frame to fast.
tS Animation Timeline is say on frame 9 (Rendering) and the Message says Frame # 9 Render Complete.
tS Animation Timeline moves to frame 10 and the Message says Frame # 10 Render Complete.
How do you render one keyframe? I do not think that is working either. Even setting the Start Frame to 14 and End Frame to 15 does not render as expected. IE: What I see in the Workspace view at frame 15.

3.) The message says Render # 1 Complete instead of Render # 14 Complete.

4.) When I select the Render Animation button in the above scenario there is no message that it is Rendering... In a long render time, it looks like nothing is happening.

5.) Think you should delete the Yaf_render.cmd after the Render is complete. Render to the Desktop from tS and YafaRay4tS and you will see why.

6.) Here is an example where I render from YafaRay4tS/Anim aspect Start Frame 17 and End Frame 17 to file name yaf_test.png in the first image. The second image is rendered from tS R2F Frame 17 to Frame 17 with the same name..
yaf_test_0000.png - Notice the differences in the naming of the rendered images on Frame 17?
yaf_test_0000.png
yaf_test_00017.png - Notice the differences in the images on Frame 17?
yaf_test_00017.png
7.) I do not think I wrote the Yafaray Settings RMB Command script right.
Do not think the YafaRay4tS node should be replaced if it Exist in the scene.

8.) Got an error using ts Render 2 File.
tS R2F error.PNG
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Re: Yafaray4tS v0.9.0

Post by clintonman »

I see something now. I opened the scene with patched full version of tS and see it not working.
I just tried a scene render.
It doesn't open the viewer and the status message is stuck "rendering..." but it does render.

One more thing on TODO list:
add to the bottom of YafaRay4tS/RenderFnSet - so render scene with no internal viewer will clear the status

Code: Select all

Activity.Run(Space.CurrentScene() + "/YafaRay4tS/ClearStatus");
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Re: Yafaray4tS v0.9.0

Post by clintonman »

trueBlue wrote: 12 Jul 2018, 23:40 Here it is. Hope you can see what is wrong!
Feel free to make some improvements to anything you see in there. :D
Nope, it works here, it seems to be forcing the display on though, need to fix that.
Edit: Not a problem, forgot about the batch render option, which doesn't force the display.
With the weird problems you're having it may be time to restart your computer, truespace does have some kind of sticky memory at times.
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Re: Yafaray4tS v0.9.0

Post by trueBlue »

Here it is. Hope you can see what is wrong!
Feel free to make some improvements to anything you see in there. :D
Removed due to update

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