Yaf(a)Ray 4 Truespace development info thread!

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Yaf(a)Ray 4 Truespace development info thread! // The Garage

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Post by Jack Edwards // Feb 5, 2009, 2:39pm

Jack Edwards
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2009.05.05 -- Update!

YafaRay4tS Website is now live!
http://www.yafaray4ts.org/

YafaRay4tS v0.6.1 is released!

You can see the release notes here:
http://www.yafaray4ts.org/release_notes.html


*******old post***********
(2009.02.05)
Yaf(a)Ray4tS public beta has begun!

Current version is: 0.6.0

See here for release notes:
http://forums1.caligari.com/truespace/showpost.php?p=94415&postcount=55 (http://forums1.caligari.com/truespace/showpost.php?p=94415&postcount=55)


Looks like it's time to create a thread for testing and development info in regards to the Yaf(a)Ray for TrueSpace project.

Yaf(a)Ray exporter development is moving forward at a furious pace. If all goes well we are preparing for a public beta release (Yaf(a)Ray 4 TS v0.6.0) possibly as early as this Monday (Feb 9th, 2009). This version will be fully functional for creating professional still renders.

Included in this release will be:



Full geometry support with UV mapping
Support for all Yafaray light types.
HDRI, IBL, and background shader support
Photonmapping, Caustics, GI, and Final Gather
Fog
Multi threaded rendering
Mapped versions of the following Yafaray materials:

Glossy
Coated_Glossy
Shiny Diffuse
Glass

Rendering from View or selected Camera
Future support is also planned for:



Animation & Batch rendering
Node based Layered Materials and Layered Shaders
Stay tuned to this space for additional information! :D

Post by TomG // Feb 5, 2009, 2:48pm

TomG
Total Posts: 3397
The speed of development on this by those involved, and the way they have worked together and collaborated, is truly jaw-dropping to see. I had to get it into the current newsletter, which has meant keeping it a small entry, but we'll be returning to this in the next newsletter and sharing the thoughts of those talented individuals behind this project.


Great work to all involved!


Tom

Post by RAYMAN // Feb 5, 2009, 2:54pm

RAYMAN
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Yeah that sounds realy great !

looking foreward to rendering with it !

Post by kena // Feb 5, 2009, 4:27pm

kena
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As am I. I hope we can get some good pics with it soon!!

Post by prodigy // Feb 5, 2009, 5:13pm

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Jack, correct me if im wrong.. but Yafaray script only works in workspace side right ? or should work with model side too if you use the bridge in on?

Post by Jack Edwards // Feb 5, 2009, 6:42pm

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Only works on Workspace side but if you have the bridge on the geometry should transfer to workspace side. It does not recognize TS materials though. So you will have to use special material bricks that I've created.

Also I'm only supporting single material per mesh. So if you want to use multiple materials on a mesh, you'll have to break the mesh up. I may eventually write a plug-in version that fully integrates into the TS ME, but that's not coming anytime soon. :o

Post by Burnart // Feb 5, 2009, 7:36pm

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Sounds great - good on you Jack and co.


Whats the mid-term plan for this plugin? Test for a stable version then continue development for animation maybe? BTW when you say single material I'm assuming a uv mapped object with a diffuse/colour map is ok but what about bump/normal, specular maps etc - that would constitute a single material - yes?

Post by Jack Edwards // Feb 5, 2009, 7:52pm

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The materials implemented support several different mapped channels. It's different for each material. All have bump mapping support though. There's even cool stuff like translucency mapping. :D

By not supporting multiple materials, I mean that you can't select half the faces and assign one material, then select half the other ones and assign another. In other words, per-polygon material support won't be implemented any time soon. Yafaray supports it, but it's a bit complicated to implement. Since we're focusing on getting a working version out as quickly as possible, that's something I decided to skip. :o

The plan is pretty much as you describe. Since the current version will already be useful, and with VRay no longer available for purchase for TS, I figured it'd be best to get this Exporter into your hands as fast as possible. Meantime, work will continue to implement animation and the other remaining features. Displacement mapping for example is supported by Yafaray but is undocumented, so once we figure that out, we'll be able to add displacement mapping as well.

Here's where you can find out more about Yafaray and see sample renders:
http://www.yafaray.org/

Post by nowherebrain // Feb 5, 2009, 7:59pm

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I use yafaray in blender and it is pretty decent a render, but as always an external renderer has it's drawbacks....good work Jack.

Post by transient // Feb 6, 2009, 4:55am

transient
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Yafaray looks nice, but some of the render times I'm seeing for high quality settings are a bit scary.

Post by Délé // Feb 6, 2009, 8:18am

Délé
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Yeah, it's definitely not as fast as Vray. Better than nothing though. Actually, I'm beginning to like it more and more as I learn more about the features. The first implementation won't have all of the bells and whistles as Jack mentioned, but it should be a good base to build upon. :)

Post by frootee // Feb 6, 2009, 8:26am

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And, It's Free! :D

Not, Two Hundred and Ninety Nine dollars.

Post by ivampretti // Feb 7, 2009, 10:47am

ivampretti
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Man, my hope with TS now is coming back! The YafRay has a very unique look render! The picture stays so beautifull!


And it will come in the best time for me! Im working on a videoclip for a new band here near where I live in Brazil. Im still modeling the characters with mass, later I will do the mesh and so on.


I'll be very much happy if I wont need to learn Blender, his UI is so boring...


Good luck Jack! :banana::banana::banana:

Post by Délé // Feb 8, 2009, 9:59am

Délé
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Just a material test here. ;) Jack did an awesome job getting the materials working. :banana: We're working on making them DX materials so they can be previewed in tS before rendering. First image is the render in Yaf(a)Ray, second one is the screen grab from tS. The tS one is darker because I'm using background lighting (so it renders lighter in Yaf(a)Ray, kind of like when you render with GI on in Vray). So this should be a good base to build upon. We can tweak the Yaf(a)Ray DX materials over time to more closely match the rendering. Even now you can get a usable preview though. :)


Yaf(a)Ray Render:

18118


tS Screen Grab:

18119

Post by Jack Edwards // Feb 8, 2009, 10:12am

Jack Edwards
Total Posts: 4062
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The whole DX thing was totally last minute and Dele's idea. He did most of the work to make it happen, too, so you guys have Dele to thank for drag and drop + DX ME support for our custom Yafaray materials. :D

Post by kena // Feb 8, 2009, 10:34am

kena
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looking good. How long did the ray render take?

Post by Délé // Feb 8, 2009, 11:33am

Délé
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Real quick...that only took like 15 or 20 seconds. ;)

Post by v3rd3 // Feb 8, 2009, 11:43am

v3rd3
Total Posts: 388
Awesome. When I grow up I wanna be a programmer too!

Post by Jack Edwards // Feb 8, 2009, 11:56am

Jack Edwards
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Holy Crap, Dele! What settings did you use to get that nice a render in only 20 sec? :eek:

Post by kena // Feb 8, 2009, 1:01pm

kena
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And are we going to have caustics as well?

Post by adriani // Feb 8, 2009, 3:41pm

adriani
Total Posts: 89
looking good friends ! is free BUT is not like the real VRAY ,Fyrender and Maxellrender.... :( is like to back again and start again.

Somethings apllications is good when they are free, but when you need more....

So, anyway let will see if it will happed like vray.

Post by ivampretti // Feb 8, 2009, 6:15pm

ivampretti
Total Posts: 151
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:banana::banana::banana: THIS IS SO BEAULTIFULL DELE :banana::banana::banana:


Im gonna cry



you guys will really put this plugin free? Is not because I would not like to pay you, is because I didnt find a way of pay from Brazil, I dont have credit card so I cant use paypal! So if this plugin will be free you will make me very happy :D:D:D


:jumpy:

Post by Jack Edwards // Feb 8, 2009, 6:18pm

Jack Edwards
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I think Yaf(A)Ray is good enough to be considered professional. The gallery here is rather impressive:
http://www.yafaray.org/gallery?g2_itemId=39

@Kena

Yep it has caustics, both reflective and refractive. You need to use a lot of photons to get nice clean results. I've rendered with as many as 20 Million photons while testing. Took about 20 mins to render. 3-5 Million will give pretty good results and only takes like 5-8 mins. Also looks like if you use the absorption parameter on the glass material and set an absorption color, you get something like chromatic dispersion. Haven't messed around with it much but the results were pretty cool looking.

It also has translucency and mapped translucency on the Shiny Diffuse shader which allows you to tint the light passing through a mesh. Cool stuff. ;)

@ Ivampretti, yup free. It's a service to the community. And it's done completely as script so anyone can update it in the future if we stop working on it.

Dunno about Dele and Froo, but I'd be happy to take any donations offered. :D

BTW, if you guys want to get a head start you should download the user guide here:
http://www.yafaray.org/documentation
While we've moved some things around compared to the Blender exporter, our exporter has to work with the same parameters. ;)

Post by Jack Edwards // Feb 9, 2009, 12:59pm

Jack Edwards
Total Posts: 4062
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BTW, just a heads up guys, I had to take some time off yesterday evening, so I'm running a bit late on the release and it's looking more like tomorrow morning for the release.

I'm adding some addition texture mapping functionality -- texture offset, scale, and gamma. Bump maps will get a bump strength parameter.

Dele's doing some tweaking on the DX materials.

Also looks like Fog isn't working, so I'll have to investigate that further for the next release. :o

Post by Electric Jim // Feb 9, 2009, 1:19pm

Electric Jim
Total Posts: 98
One word: Wow.


Okay, three more: Thank you, guys!


:)

Post by transient // Feb 9, 2009, 1:49pm

transient
Total Posts: 977
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I was reading the manual and it mentioned that yafaray was capable of linear workflow. I notice that you can change the gamma for textures which is essential for rendering this way.


Any idea how if this will be able to be done through tsfaray?

Post by Jack Edwards // Feb 9, 2009, 3:20pm

Jack Edwards
Total Posts: 4062
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You will be able to specify gamma for your textures and for the engine. The texture gamma is what I'm working on now, also there seems to be an issue with reflectance mapping not wanting to work, grr....

Post by transient // Feb 9, 2009, 3:26pm

transient
Total Posts: 977
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Okay, consider me officially interested.:)


I also think making the dx materials a reliable proxy for the renderer is an excellent idea. If it was possible, the ability to bake yafarays gi and caustics to textures would also be of great benefit to the real-time renderer.


I hope this endeavour gets taken seriously by Caligari, it's pretty much the last chance for workspace to be taken seriously as a rendering application imo.

Post by TomG // Feb 10, 2009, 2:03am

TomG
Total Posts: 3397
You'll note that we've already given coverage to third party devs, on our home page, and we've already included mention of this renderer in our "What's Going On" newsletter section. All the development work is being co-ordinated on our Beta forums. So I'd say we are taking this seriously ;)


You can expect it to get plenty of coverage once complete and available.


HTH!

Tom

Post by Steinie // Feb 10, 2009, 2:23am

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Tom, so Caligari is a modern day newspaper? You supply the paper, the reporters and the news. I remember when you guys supplied software.
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