Yaf(a)Ray 4 Truespace development info thread!

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

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

1  2  3  4  5  6  ...  9  |  

Post by transient // Feb 10, 2009, 3:07am

transient
Total Posts: 977
pic
Heh, that's a good one.:D

Post by prodigy // Feb 10, 2009, 3:26am

prodigy
Total Posts: 3029
pic
Heh, that's a good one.:D

Super LOL :D

Haaa Jack , Dele and froo..

I will very happy to send a donation, and i know there's a buch of good friends and long time users that will be agree too..
This is our way to say THANKS!

Im very proud of you guys!!!

Post by transient // Feb 10, 2009, 3:53am

transient
Total Posts: 977
pic
I don't have any money to send right now, but I will be happy to contribute with demo art if needed (I'm still tooling around with frootees fluid sim as well).

Post by manxie // Feb 10, 2009, 4:52am

manxie
Total Posts: 76
pic
Hi Guys, just give me an address and I will also send a donation with pleasure, for all the work you have done to keep us all rendering it will be well worth it..:D

Post by Jack Edwards // Feb 10, 2009, 5:26am

Jack Edwards
Total Posts: 4062
pic
Wow! Thanks for the support guys! I'll check with Dele, Froo, and Parva to see how they want to handle the donations then get a Paypal link and snail mail address for you guys. You guys rock! :jumpy:

Parva's lent us some assistance and a cool new anisotropic Ashikhimin-Shirley shader which I modified into a "glossy" shader for our glossy materials. (Haha, maybe we can call it Ashikhimin-Shirley-Barthel-Edwards shader model :eek: lol) Dele's adding changes so that the mapped materials will show up in the real-time display as well. So these last minute changes will be worth the wait. :D

I gotta help a friend file for bankruptcy today so gonna be multi-tasking a bit. We'll definitely get a release out to you by tonight, even if there's a few things that don't work or missing.

Post by kena // Feb 10, 2009, 5:55am

kena
Total Posts: 2321
pic
wow - an anisotropic ASBES shader... can we see and example?

sorry to hear about your friend though... Loosing most of your life is a bummer.

Post by Jack Edwards // Feb 10, 2009, 6:09am

Jack Edwards
Total Posts: 4062
pic
At kena's request here a demo of the ASBE shader we're including with the exporter:
18154
(It's a car paint 2-tone type shader btw. ;))

This is a mapped shader so we're adding in the color map support. I'm still looking for a bump shader though, if we can get that, it'll have realtime bumpmapping too.

Post by TomG // Feb 10, 2009, 6:13am

TomG
Total Posts: 3397
We do supply the software - trueSpace, without which many here would never be doing any 3D at all.


Also not sure what else could be meant by "taking this seriously". Was a time when we didn't have third party developers on site for many years. Seems to me being on the Caligari site would be quite a benefit for any developer with a third party product for tS....


Tom

Post by Jack Edwards // Feb 10, 2009, 6:22am

Jack Edwards
Total Posts: 4062
pic
And a color demonstration:
18155

:D

Post by Délé // Feb 10, 2009, 6:28am

Délé
Total Posts: 1374
pic
I like this shader. :) I got the maps working too Jack. Posted on the beta forums. ;)

Post by Jack Edwards // Feb 10, 2009, 6:34am

Jack Edwards
Total Posts: 4062
pic
Thanks Dele! Downloading now.

The two tone effect is really cool if you use complementary colors (green/red):
18156

Post by frootee // Feb 10, 2009, 6:35am

frootee
Total Posts: 2667
pic
mmm looks like a grape lollipop yummy! :D


EDIT:

Oh now it looks like a Tootsie pop haha!

Post by Jack Edwards // Feb 10, 2009, 6:36am

Jack Edwards
Total Posts: 4062
pic
Haha, I wonder if this one actually looks better than the Yafaray render will... :p

Post by frootee // Feb 10, 2009, 6:38am

frootee
Total Posts: 2667
pic
Oh man Don't Say That!!! :p

Post by prodigy // Feb 10, 2009, 7:36am

prodigy
Total Posts: 3029
pic
Nice tests guys :)

Post by Jack Edwards // Feb 10, 2009, 7:53am

Jack Edwards
Total Posts: 4062
pic
Heh, looks like my made up shader model matches pretty well. Here's the yafaray render:
18157

Might need a bit of tweaking so the specular exponents match up more closely though...heh. Oh, yeah forgot, the glossy shader in Yafaray has specular reflection blurring, hmm... wonder if Parva's got some code for that... :D

Post by manxie // Feb 10, 2009, 9:21am

manxie
Total Posts: 76
pic
Nice one Jack, looks like burnished copper.:D How will yaf(a)ray install into truespace will it be similar to the vray plugin or more like installing dribble??? please do an install for dummies tutorial just to be on the safe side, Thank you.:p

Post by Jack Edwards // Feb 10, 2009, 9:37am

Jack Edwards
Total Posts: 4062
pic
No need for an installation. You just drop the Yaf(a)Ray 4 TS object into your scene. It comes with a custom light and material library to use to take advantage of Yafaray features. Basically you can just drag'n'drop in the lights, and drag the materials right onto your objects. Thanks to Dele's hard work, you can edit the custom materials right in the TS D3D material editor. :)

Post by frank // Feb 10, 2009, 10:37am

frank
Total Posts: 709
pic
I just tried to drop some Yaf(a)Rays into my trueSpace 6 and it don't drop right.


It says "Please. You should know better. This is for advanced trueSpace."


I was like "What?"


;-) Just kidding.


Although I'm stuck in the past, using ze older zoftwarez, I do commend you guys on developing this for the trueSpace community. Way to go!

Post by prodigy // Feb 10, 2009, 11:14am

prodigy
Total Posts: 3029
pic
Hey i can do a UI like the one used for my Advanced Ambient Light..

I think i need to take a better look about this project on the betaforum :D

Post by kena // Feb 10, 2009, 1:15pm

kena
Total Posts: 2321
pic
I can definitely see applications for this shader. Metal-flake paint on a car may be able to be done for all those shiny car WIPs!

Post by Steinie // Feb 10, 2009, 4:58pm

Steinie
Total Posts: 3667
pic
How about a Yamamoto Senko two-tone Bass fishing rubber worm!!!:D

Post by Jack Edwards // Feb 11, 2009, 12:16pm

Jack Edwards
Total Posts: 4062
pic
A quick update for you guys. Those last minute changes were a bit more work than I thought they'd be.

We're working on the last material update now, then some code changes are needed to incorporate it into the exporter. After that we should be good to go.

I wasn't able to get a working DX bump shader (TS seems to only like normal maps), sorry guys. :o After the release I'll try coding the bump mapping directly into the model shader.

Also there may be an issue with exporting the reflectance mapping. That one is going to have to wait until after the initial release as well.

Also some issues with HDRI/IBL and photon mapping, but since those are internal to Yafaray, nothing I can do about that.

I fixed an issue with materials and SDS surfaces. So the exporter should now correctly read your Yafaray DX materials off SDS objects.

So far everything else seems to be working...

xD

Post by Jack Edwards // Feb 13, 2009, 11:34am

Jack Edwards
Total Posts: 4062
pic
Another update:

Mesh Lights have been added.

Testing on the version for release has begun on the beta forums. Soon as the other guys give it an ok, we will be posting an official release here for you to download.

Post by Jack Edwards // Feb 13, 2009, 11:13pm

Jack Edwards
Total Posts: 4062
pic
Looks like the Help documentation didn't quite make it in time... xD

Anycase here's the Yaf(a)Ray4tS 0.6.0 release. This is a beta version so please test and post results and any problems you encounter.

Here's some quick instructions on installation and use:

Installation

1.) Run the Yaf(a)Ray4tS.exe setup file.

2.) Open the tS Library Browser and double click on the Yaf(a)Ray4tS library folder.

3.) Open a Link Editor Window, and drag the Yaf(a)Ray4tS_Installer object into the Link Editor window.

4.) Click "Install."

5.) Then either drag the Yaf(a)Ray4tS object into the Link Editor, or click on the Add Yaf(a)Ray to Scene icon.

6.) Right click on the Add Yaf(a)Ray to Scene icon to bring the Yaf(a)Ray4tS object up in the Panels tab of the tS Stack View.

7.) Select the "Directories" aspect tab and set the Yaf(a)Ray install directory to where you have installed the Yaf(a)Ray render engine. (You can download Yaf(a)Ray from the Yaf(a)Ray website here: www.yafaray.org (http://www.yafaray.org/) )

8.) Select the "Default" aspect tab and set the Output file to where you want Yaf(a)Ray4tS to render out your image.

Congratulations you've finished your setup.
Note: if you create a new scene you will need add a Yaf(a)Ray4tS object to that scene and reset up the directories and output file location. So it may be useful to save a copy of the Yaf(a)Ray4tS object already configured into the Yaf(a)Ray4tS library.

Usage

In order to render to Yaf(a)Ray, you will need to have a Yaf(a)Ray4tS object in your scene. This object can be accessed in the Panels tab of the Stack View by right clicking on the Add Yaf(a)Ray to Scene icon or by selecting the Yaf(a)Ray4tS object in the Scene View or Link Editor windows.

Lights

Custom Yaf(a)Ray light objects are included with Yaf(a)Ray4tS. While Yaf(a)Ray4tS can use tS lights except for the Ambient light type, to fully configure lights for Yaf(a)Ray you will need to use the custom lights that came with Yaf(a)Ray4tS. They can be loaded into the scene via the icons from the Yaf(a)Ray4tS icon bar, or by dragging and droping from the library.

Materials

Special Yaf(a)Ray DX materials have been included with Yaf(a)Ray4tS. You must apply these to your meshes for their materials to show up in the Yaf(a)Ray render. These materials can be applied to an object by drag and drop or by double clicking them to load them into the tS DX Material editor and applying them using the DX Material editor. The settings for the materials can be changed by using the ME Inspect tool to load the material into the DX Material editor, changing the material values, and re-applying the material to the object.

Limitations:

This current version of Yaf(a)Ray4tS doesn't support Skinned (Actor/skeleton) objects.
Fog currently is non-functional.
Animation is not supported.
Multiple materials on a single object are not supported at this time.

To learn more about what the settings in Yaf(a)Ray4tS do, it is recommended that you read the Yaf(a)Ray documentation provided at the Yaf(a)Ray website: www.yafaray.org/documentation (http://www.yafaray.org/documentation/)

Post by Jack Edwards // Feb 13, 2009, 11:38pm

Jack Edwards
Total Posts: 4062
pic
For those wondering what the Sun Sky background parameters do, there's a great tutorial on it here:
http://www.martin-sand.de/tutorials.php

Post by jayr // Feb 14, 2009, 2:57am

jayr
Total Posts: 1074
pic
just tried using this and got this message:

http://www.lothissen.co.uk/error.jpg



Any idea what i'm doing wrong?

Post by Délé // Feb 14, 2009, 3:51am

Délé
Total Posts: 1374
pic
Haven't seen that one. Looks like something is breaking in the ExportXML script for some reason. Could you possibly upload the scene that you're trying to render?


Thanks

Post by prodigy // Feb 14, 2009, 4:10am

prodigy
Total Posts: 3029
pic
Are you sure that you are not trying to run yafaray from Model side right? :D

Post by jayr // Feb 14, 2009, 4:18am

jayr
Total Posts: 1074
pic
Are you sure that you are not trying to run yafaray from Model side right? :D


Deffinatly not :D


I just tried this on a new scene and it worked fine, i was using the Frank LLoyd wright one i've been working on wcich is a bit big and not made for this


I doubt i could up load the scene, it may be a bit big but i'll see.
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn