06-26-2013, 09:23 PM
06-26-2013, 10:24 PM
povmaniac,
I realize that some things that have changed will not allow for compatibility since they are all new settings (Shader Type, etc.). Old settings that carry forward should still work. I understand that there is a lot to learn. I still only know a little....
I wish I had more time to look at the code. I will try to find some time...
You are making good progress and things are looking good. I will try to find time to post some .wings files on my website for testing new versions.
Thanks,
oort
I realize that some things that have changed will not allow for compatibility since they are all new settings (Shader Type, etc.). Old settings that carry forward should still work. I understand that there is a lot to learn. I still only know a little....
I wish I had more time to look at the code. I will try to find some time...You are making good progress and things are looking good. I will try to find time to post some .wings files on my website for testing new versions.
Thanks,
oort
06-30-2013, 01:43 AM
povmaniac, I was playing with Blend material and I found that unused materials are not been exported. So, we always will get an error by using that material. As a workaround I created other objects to assign each material used.
It's probably that I'm not knowing how to use/configure the settings for blending materials, since even checking Blend Material and Blend mapping I was not able to get the expected result when mixing Shiny Diffuse (UV mapped) and Rough Glass materials:

So, Is it possible so mix these materials?
I was expecting for something like that:

obs: the scene file is here.
It's probably that I'm not knowing how to use/configure the settings for blending materials, since even checking Blend Material and Blend mapping I was not able to get the expected result when mixing Shiny Diffuse (UV mapped) and Rough Glass materials:

So, Is it possible so mix these materials?
I was expecting for something like that:

obs: the scene file is here.
06-30-2013, 07:32 PM
Sorry.. I am not review yet the 'blend material' export code.
07-01-2013, 04:01 AM
Micheus,
Yes, you have to assign both materials used in a blend material to an object. Simply hide the object and it still works. I didn't know how to fix this since I think it is part of Wings3D behavior and not specific to YafaRay. I may be wrong???
This requirement and some other tips are noted in the supported features doc on my website.... YafaRay Plugin Features
I have only played with blend materials a very little. The render times for scenes with blend materials are very long on my old PC so I avoid them...
oort
Yes, you have to assign both materials used in a blend material to an object. Simply hide the object and it still works. I didn't know how to fix this since I think it is part of Wings3D behavior and not specific to YafaRay. I may be wrong???
This requirement and some other tips are noted in the supported features doc on my website.... YafaRay Plugin Features
I have only played with blend materials a very little. The render times for scenes with blend materials are very long on my old PC so I avoid them...

oort
07-02-2013, 07:32 PM
I was using an object with vertex color settings and I noticed that maybe it was not implemented too.
So, I decided to use the option Vertex Attributes -> Color to Materials that produced a lot of materials. Change the parameters for each one of these materials would be a hard task.
That said, it would be useful add the options to set the default parameters for the default material we can set on Edit->Plug-in Preferences.
So, I decided to use the option Vertex Attributes -> Color to Materials that produced a lot of materials. Change the parameters for each one of these materials would be a hard task.
That said, it would be useful add the options to set the default parameters for the default material we can set on Edit->Plug-in Preferences.
07-02-2013, 11:13 PM
Micheus,
It is possible to set the default shader (shiny diffuse,glass,sss,etc) under Edit> plug-in preferences. I guess you are wanting to be able to define more than just the shader...
I had used the same method to create the following...
http://img.photobucket.com/albums/v635/o...arble8.png
http://img.photobucket.com/albums/v635/o...Buddha.png
oort
It is possible to set the default shader (shiny diffuse,glass,sss,etc) under Edit> plug-in preferences. I guess you are wanting to be able to define more than just the shader...

I had used the same method to create the following...
http://img.photobucket.com/albums/v635/o...arble8.png
http://img.photobucket.com/albums/v635/o...Buddha.png
oort
07-02-2013, 11:47 PM
(07-02-2013 11:13 PM)oort Wrote: [ -> ]I guess you are wanting to be able to define more than just the shader...Just those we see after choose the material type on the Material Editor (ME) - we can leave the modulators out...
... or add a button "Set to default" on the ME.

07-06-2013, 05:29 AM
povmaniac, does the 0.1.5 an "evolution" of the 0.1.3 version of yafaray?
07-06-2013, 07:06 AM
Micheus,
I think that 0.1.5 is an evolution of 0.1.2 and 0.1.3 (Experimental) is completely separate since it includes GSOC features like SSS.
oort
I think that 0.1.5 is an evolution of 0.1.2 and 0.1.3 (Experimental) is completely separate since it includes GSOC features like SSS.
oort