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 kena // Feb 27, 2009, 7:50pm

kena
Total Posts: 2321
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Glass works pretty well just using defaults.


Wood could be done using either glossy or shiny diffuse and would be a texture + bump, then you'd adjust the diffuse vs. specular reflect values depending on whether it has a coating of varnish. For really shiny wood, adding an outer mesh with glass material could give that really glossy look. ;)


Paper has a matte finish so you'd use the shiny diffuse material and set the specular reflect values to 0.0.

Well.. I tried glass at the default, and got this with a cube.... boy do I need help.:rolleyes:



18635

Post by Jack Edwards // Feb 28, 2009, 2:36am

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@ Kena,

A cube isn't the best example since it will be mostly reflective. ;) Try a bump mapped sphere or a hollowed out non geometric shape. Additionally you could make the glass thinner then put some objects behind it to see the refraction.

Also it helps to not have the surfaces not occupy the same space (touch). That can confuse the render engine.

Post by nealiosnoise // Feb 28, 2009, 3:36am

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Total Posts: 77
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im liking this yafaray.:banana::banana:
these images took under 2 mins each with direct lighting
with path caustics. i used only a spot light on the darker one, spot light and yafa sunlight on the brighter picture.
18638

18639
i dont know what that object is, im'a call them antlers. i wanted to see yafa take on something gnarled looking.

i tried downloading the Yafaray guide from there website, but the site wouldnt let me this morning, sort of just freezes on you and i couldn't get passed the link at all, ill try later in the day again..

i wanna know how, if you can with this beta, add your own pictures and materials to your yafa objects,

i add a pic on an object and render my scene, but it doesnt show up in the render..

Post by Jack Edwards // Feb 28, 2009, 4:22am

Jack Edwards
Total Posts: 4062
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The Yafaray4tS D3D materials let you select maps. If you use the Material Inspect tool after you've dragged a Yafaray material onto the object, you can then edit the material settings in the panel view. Don't forget to click the apply icon to apply your changes to the object. Also note, the objects need UV mapping for texture maps to work correctly.

Try using Firefox to access their website. IE seems to hang when loading the pages for some reason.

BTW, Beautiful work nealiosnoise! Very slick look for test renders! :banana::banana:

I just checked my code and it looks like Direct Lighting uses the same caustics no matter what type is selected. So none = off, anything else = on. ;) Also the "Caustics Search" parameter is ignored when using Direct Lighting. I'll have to document that in the help file.

Other things of note: Ambient Occlusion is Direct Lighting only. Final Gather only works with Photon Mapping.

Post by nealiosnoise // Feb 28, 2009, 7:11am

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Total Posts: 77
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problem solved.. i was using Bitmap pictures, they're not renderable... that was the problem it seems.


JPEG pictures work fine, dont know about other file types.


i am browsing with firefox, still cant get the Yafa User Guide, but im scrolling through the chapters and saving them as web pages, weird that some chapters are just blank.. it could be that im using dial up, yah!! !!!!!! !! ! !!!

Post by Jack Edwards // Feb 28, 2009, 7:31am

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Total Posts: 4062
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The user guide is PDF file. You should be able to save the whole PDF to your harddrive by right clicking on the link and choosing "Save Link As".

PNG is the format I usually use for Texture maps.

Post by RAYMAN // Feb 28, 2009, 11:27am

RAYMAN
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Seem to have problems with the ior values of glass everything over a value of

1.7 renders non transparent.....

diamonds should have ior of 2.417 and thats fully untransparent with the shader:( but i´m improving....

I will investigate that with blender yafaray and look into it

Post by Jack Edwards // Feb 28, 2009, 11:44am

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Check your Raydepth and Caustics Depth settings. They might not be high enough. Definitely cool to see chromatic dispersion. :)

Post by RAYMAN // Feb 28, 2009, 1:19pm

RAYMAN
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If i go to ray depth 20 and caustic depth 20 Yafaray crashes....

The highest setting I could get through produced this....

Post by robert // Feb 28, 2009, 2:52pm

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Total Posts: 609
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I need to learn this thing!


So much potential!

Post by frootee // Feb 28, 2009, 3:44pm

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very cool renders nealisnoise and rayman! :jumpy:

Post by nealiosnoise // Mar 2, 2009, 8:20am

nealiosnoise
Total Posts: 77
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Bling!


so there's going to be Yafaray, what about the Kerkythea renderer?


are they both being worked on? and will both interact with truespace the same way?..


will there be a blood bath between render engines? :mad::mad:

or just shove one to the side and work with just one..

Post by RAYMAN // Mar 2, 2009, 8:39am

RAYMAN
Total Posts: 1496
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I hope Jack still wants to make the exporter for Kerkythea as

he said some of what has been done for Yafaray also applies for Kerkythea.

Kerkythea is in a much better situation as it is a standalone interface

and for making stills its very easy to move models from Truespace to Kerkythea.

I would even say as soon as it is in the interface of Kerkythea it is even easier to work with your set because its got a stack and you can do everything from that stack including grouping or applying materials

or changing lights .....cameras... hdri everything very easy (no nodes:D)

If your into animation you will have to wait some time and Jack will do a great job i´m absolutly certain !:D

Peter

Post by Jack Edwards // Mar 2, 2009, 10:14am

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Yep. I'm still planning to do Kerkythea. Now that I've got some experience with this and I'll be able to re-use a lot of the code from the YafaRay, so it's a net plus all around.

I need to do some testing but I think Kerkythea has it's own pop-up render preview window for command-line use also, so the integration will hopefully be a bit smoother. Also Kerkythea can produce XML files as well, so I'll be able to figure out the syntax for undocumented features that way. Something we can't do with YafaRay.

I do need to get a logon setup for the YafaRay forums so that I can ask the devs over there some questions and maybe get some things improved. Like saving to an HDR format would be an important and needed change. ;)

Since Yafaray addresses the immediate vacuum left by the loss of VRay, and there is a scene export mechanism already in place for Kerkythea (3ds export), I'm planning to work on the FBX (+ 3ds/Collada/DXF/obj) file import/export next.

BTW, over the weekend I updated the stand-alone TGA viewer for YafaRay4tS to be able to load files in TGA, TIFF, PNG, JPG, BMP, and GIF formats. So you'll be able to use it as a light weight general image viewer if you need. .Net 3.5 is required to run it.

Post by nealiosnoise // Mar 3, 2009, 2:33pm

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will we be able to apply BMP images to yafaray materials when all this is finished? cause i still cant apply them..




Rayman , im fairly new to TS, so when i see diamonds im trying to think of all the many ways you can make a diamond using Truespace.

just shaping it, all the angler cuts and the geometry shape.


i was fiddling with a cube, then a circle, then an upside down cone, trying to figure out the method you used. it would make a good tutorial, Making a Diamond.. its real good.

Post by Jack Edwards // Mar 3, 2009, 2:48pm

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Nope, I can't change whether or not Yafaray supports BMP files. I don't write Yafaray, only the XML exporter for trueSpace. You could use the viewer to convert your files if you like, but a paint program would give you more options.

Post by RAYMAN // Mar 3, 2009, 3:20pm

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will we be able to apply BMP images to yafaray materials when all this is finished? cause i still cant apply them..




Rayman , im fairly new to TS, so when i see diamonds im trying to think of all the many ways you can make a diamond using Truespace.

just shaping it, all the angler cuts and the geometry shape.


i was fiddling with a cube, then a circle, then an upside down cone, trying to figure out the method you used. it would make a good tutorial, Making a Diamond.. its real good.


Your new to this forum so you cant know that but I made a short tutorial on making diamonds for Steinie a few months ago... You simply have 2 options

building it up with the corners one by one or cutting away using booleans(pst I will say it very quietly 2nd way of doing it is preffered if you have nurbs booleans but they work with polys too !);)

http://www.3dlapidary.com/

http://www.3dlapidary.com/HTML/Facets.htm

Now back to topic renderings.....

Post by nowherebrain // Mar 3, 2009, 4:15pm

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you can also use bevels.

Post by TomG // Mar 4, 2009, 2:31am

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BMP is a pretty bad format to use anyway I always think - it takes up a lot of disk space unnecessarily. I would go for PNG these days, lossless compression so its the same quality as BMP, but much smaller. TGA is another similar option. JPGs will be much smaller, but of course are lossy compression so some fidelity is lost.


HTH!

Tom

Post by Steinie // Mar 4, 2009, 3:07am

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Total Posts: 3667
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The Diamond tutorial thread that put a jewel on "Lotta Teeth"


Diamond tutorial:

http://forums1.caligari.com/truespace/showthread.php?t=5073&highlight=diamond


How to wear a Diamond:

http://www.caligari.com/Gallery/ImagesGallery/image.asp?SubCate=Images&img=3697&email=&name=Robert%20Steinman&year=2008&month=jul

:D

Post by Tiles // Mar 4, 2009, 3:59am

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BMP is a pretty bad format to use anyway I always think - it takes up a lot of disk space unnecessarily.


Bitmap is still my favourite format. Wo worries about size nowadays where the HDD reaches terabytes range. And you can zip the graphics when sending them over the net. Bitmap may be big, but you can be sure that all picture informations are intact.


Every app that can handle grapics can read Bitmap. At least the 24 Bit one. Some apps are in trouble with TGA (Gamecore dislikes it from what i remember), some dislikes PNG (3DGS), Jpeg destroys your image by introducing compression artifacts, and and and ... ;)

Post by prodigy // Mar 5, 2009, 6:39am

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BMP is a pretty bad format to use anyway I always think - it takes up a lot of disk space unnecessarily.

Ha like Vista? :D

Post by kena // Mar 9, 2009, 7:21pm

kena
Total Posts: 2321
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Did I find a bug here?


I tried to apply a transparency map and got this error when I tried to render:


18826


EDIT - get the same thing if I try the translucency map:


18827

Post by Jack Edwards // Mar 10, 2009, 1:54pm

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Total Posts: 4062
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Yep that would be a typo in the code. I was half asleep when finishing that section of the code and kept nodding off. :p

If you need it working for a project, you can go into the MaterialsFnSet node and fix my spelling there by adding the missing 's' to the misspelled variable at those lines. ;)

Should be: "TransparencyTex" and "TranslucencyTex".

Edit:
I just checked and looks like this has been fixed in the current development version of the code. :)

Post by kena // Mar 11, 2009, 7:50pm

kena
Total Posts: 2321
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Thank you Jack, but while I don't get the error any more, I just cannot seem to get the mapping to work


Here is an example... The black parts should be transparent.


18867


Here is what I used.


18868

Post by Jack Edwards // Mar 12, 2009, 12:14pm

Jack Edwards
Total Posts: 4062
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Gamma set to 0.0 causes a division by zero so is not a good idea. Gamma for value maps should be 1.0. Gamma for color maps should be 2.2. Let me know if that helps.

This is not a Gamma adjust value. It is a value that tells Yafaray, what gamma correction was used when the image was created. So lower gamma will actually brighten the texture values used and higher gamma will darken it in the render.

Post by kena // Mar 12, 2009, 3:41pm

kena
Total Posts: 2321
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no, that didn't work either.


18885


18886


Should I be using a special kind of picture for the transparency?

Post by RAYMAN // Mar 12, 2009, 4:29pm

RAYMAN
Total Posts: 1496
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Tried it too and loaded a black and white tga and that didnt work either !;)

Peter

Post by clintonman // Mar 12, 2009, 5:16pm

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Total Posts: 304
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Yep, same here. I looked at the code and found an error in the MaterialsFnSet.


This is the change I made:


if (TransparencyTex != ' ')

{

//File.Write('\t<transparency_shader sval="Shader' + tempShaderCount + '"/>\r\n');

File.Write('\t<transparency_shader sval="Map' + tempShaderCount + '"/>\r\n');

tempShaderCount++;

}


I'll see if I can get this info to Jack.

Post by Jack Edwards // Mar 12, 2009, 5:33pm

Jack Edwards
Total Posts: 4062
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That change might cause Yafaray to crash since the shader count may not be identical to the map count.

I can rewrite the code to not use a shader (layer) node, and use the map node directly instead. I'm not sure why the layer version doesn't work though... :( My guess is that it has something to do with texture alpha settings at the layer level.
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