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YafaRay UV Cube XML Code
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01-22-2013, 07:40 AM
(This post was last modified: 01-22-2013 06:55 PM by oort.)
Post: #1
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YafaRay UV Cube XML Code
I finally figured out the YafaRay.xml code needed to get image textures to render correctly. The only part that I had wrong was the uv vector values as in <uv u="0.0" v="0.0"/>. After looking at the code exported from the Sketchup YafaRay plug-in I noticed that the code didn't have to be as complicated as the .xml code produced by Blender. I also noticed that it looked very much like the code exported by the Wings3D Pov-Ray plug-in. I wonder if the YafaRay.xml code is based on Pov-Ray??? The code needed for YafaRay is different in the "vertex vectors" section compared to Pov-Ray. If I am not mistaken the uv indices are simply references to the uv vector values??? Below is the code for the mesh section of the .xml code.
Edit: In the code below you will notice that the material is listed once. You can also list the material before each individual face. I am listing the material multiple times in the current version of the Wings3D YafaRay plug-in. Since it works, I will leave it that way for now. This may not be specific to programming for Wings3D but it may help someone else in the future. oort Quote:<!-- Section Objects --> |
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03-19-2013, 03:08 PM
Post: #2
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RE: YafaRay UV Cube XML Code
Is there a guide somewhere that walks you through the basics of how to get your YafaRay plugin to work? I think I installed it. . . but then what? How do you render with it?
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03-20-2013, 04:36 PM
Post: #3
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RE: YafaRay UV Cube XML Code
Wegg ... if you end up liking it ... let me know. Just so many renderers. Oort is a great guy ... but his name association with Yafray alone won't sell me. It would have to be great GLASS, METALS, and also dirty procedural surfaces at 1024x767 at maybe 2 minutes per frame or less. That right there would sell me, maybe.
I've been trying RenderMan over and over and am a bit invested in that even if few folks use it. But I'm trying to revisit old ideas and new ideas and keep eyes open. |
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03-20-2013, 04:57 PM
Post: #4
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RE: YafaRay UV Cube XML Code
ggaliens,
I enjoyed playing with your work on the RenderMan plug-in, especially the fast render times... ![]() Would love to see you work on it and release it as a separate plug-in. oort |
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03-22-2013, 07:40 PM
Post: #5
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RE: YafaRay UV Cube XML Code
I'm sure my version of KayosIII's plugin is slow also.
I never spent much time trying to optimize it. Needed to add FAUX shadows to speed it up. Never got there. A buddy of mine is looking for a strong but not to expensive render option for Wings3D / Manifoldlab monsterous large files. |
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03-26-2013, 06:36 PM
(This post was last modified: 03-26-2013 06:56 PM by micheus.)
Post: #6
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RE: YafaRay UV Cube XML Code
oort, I would like to warn you about new settings for Makefile script added by dgud for the current master branch. The old warnings are not accepted anymore - they are converted to compile error.
So, for the future rebuilds, it's good idea avoid leave unused vars, functions and so on... ![]() Also, by trying compile your latest source I also got this [now a] compiler error: Code: f:/unixlike/src/wings/PLUGIN~1/IMPORT~1/wpc_yafaray.erl:3443: ambiguous call of overridden auto-imported BIF max/2it's related to these lines: Code: export_rgb(F, absorption, {-math:log(max(AbsR, ?NONZERO))/AbsD,-compile({no_auto_import,[max/2]}). I sent you an e-mail. |
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03-26-2013, 07:31 PM
Post: #7
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RE: YafaRay UV Cube XML Code
Micheus,
Thanks, I have sent you a response to your e-mail... ![]() oort |
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03-27-2013, 03:35 AM
Post: #8
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RE: YafaRay UV Cube XML Code
ggaliens: I spent an evening with it and gave up. The render speeds compared to what I can get from messiah:studio were so so bad. Even when I managed to get threading to work. . . it didn't seem like it was any faster. My CPU fan would go nuts and I'd see it chugging through a bunch of passes of this and that all in text and then when it pooped out an image it looked. . . like. . . Not good. I LOVE Wings3D. But I'll give Yafaray a wide birth. messiah:studio has such a great renderer that. . . while a fun challenge to figure out. . . with all the redistry "hacking" I had to do. . . it just re-confirmed that I have a good solution with the tool I have.
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03-27-2013, 06:38 PM
Post: #9
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RE: YafaRay UV Cube XML Code
Wegg, if you are satisfied with your render keep using it - no one wants you moving on.
Some people want realism, others speed,... There are render for all taste, pocket and necessities. ![]() Wings3d doesn't have its own render (only an OpenGL "preview"), so if someone wants to produce a good render for his/her project, he/she will need to export the project to an other 3d application with a best render option. Many people already do that, of course. But, for those ones that don't want or cannot do that, render application like Yafaray and POV-Ray are a good and cheap option. I'm sure you would like to try Twinmotion®2 (that claim to be a real-time 3D render - see this video), but I'm not sure you would like to pay €2,420 (I'm not). I also own messiah Studio 5, but I still prefer play with POV-Ray for render static scene (I like to hack its code). Wings's plugins needs to be improved and tested. That's why I got into to test Yafaray - and for this, we don't need to care about software performance. We still have some good and free standalone renders that could have an plugin written for Wings3d - someone interested? LuxRender 3Delight - It's RenderMan compliant, as the PIXIE used by ggaliens. (free, limited to use only CPU 2 cores) nice fur, isn't it?and the abandoned - but good photo-realistic render -Sunflow:
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03-27-2013, 10:00 PM
Post: #10
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RE: YafaRay UV Cube XML Code
LuxRender for sure. 3Delingt is only good for 2 cores. Very limiting. :-(
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