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(02-19-2013, 04:25 PM)oort Wrote: [ -> ]Just a great image texture (I think a picture of a real leaf)
Yes, but you need a good material setup or it can looks like plastic. Smile
Yes, I have seen some of those plastic looking leaves before... Smile

I just noticed that I had broken Procedural textures when there was only one Modulator present.

It has been fixed and the updated file is ready for download.

oort
Using a procedural and setting Alpha to "Alpha Transparency" will allow you to do the following...

[Image: proceduraltransparency_zps2d28bede.png]

You can use an Infinite light > Directional with Skylight enabled, Spot light, or IES light to get the shadows on the ground. Others may work???
Set Render Settings "Transparent Shadows On" to get the right shadows on the ground.

I used Shiny Diffuse material with Transparency 1.0 and Transmit Filter 0.0.
You can set Transmit Filter to 1.0 if you want to fill the object like the following...

[Image: proceduraltransparencytransmitfull_zps77417bdf.png]

oort
There was still a problem with materials with only one modulator but I think I have all the bugs worked out now.

I think I have Alpha Transulcency working as well. See image below. Ready for download...

oort

[Image: alphatranslucency_zps62e75b00.png]
I think I have Specularity working. The updated plugin is ready for download. It is only working with Glossy material. Below is an example using the musgrave procedural.

oort

[Image: specularity_zps9d90f1c9.png]
I have added YafaRay Stencil support. See the image below. This requires 3 modulators. All three Mix mode.

The first modulator is a texture set to Alpha Off.
The second modulator is a black and white texture set to Stencil.
The third modulator is a texture set to Alpha Transparency and Normal set to a value greater than 0.0. (YafaRay requires that this be a bump_shader and setting the normal to any number greater than 0.0 (i.e. 0.001) will set the modulator to a bump_shader).

The first modulator can be a bump_shader or diffuse_shader. The third modulator has to be a bump_shader.

Next, I plan to add an option for Oren-Nayar to the Shiny Diffuse material.

I know I have said it before but this time I will start cleaning up internal and exported code after that. Displacement maps, which I would like to add are not pure YafaRay if i understand correctly. Darktide Sunsky does not interest me. I may add it at some time in the future if there is any demand for it.

oort

[Image: yafaraystencil_zpsb06162a5.png]
I have added Oren-Nayar to Shiny Diffuse, Glossy, and Coated Glossy. Below is an example of a Shiny Diffuse with bump procedural. The right sphere is with Sigma 0.25, the left sphere is with Sigma 0.5, and the top sphere is with Sigma 1.0. All other settings are the same for the spheres.

The effect is not as obvious or as good with Glossy and Coated Glossy.

I have changed the download file from .zip to .tar for the plug-in. Now you can simply File > Install Plug-In > Browse to the tar file. If you have previously installed the plug-in with the beam file, make sure you delete any old yafaray plug-in files in the Wings3D plug-in folders before installing the tar file. If you don't you may not see the updated version of the plug-in.

oort

[Image: orennayarshinydiffusebump_zps9bf3024e.png]
I discovered that "7-zip" does not save the relative path when creating files. The beam file was not being placed in the import_export folder as I had assumed. I switched to "Filzip" and now I have a good .tar file. If you have already installed the latest version you might want to give it another try, if you want to help with testing the .tar file. Otherwise next time you update you will need to make sure there are no old files in the plugins folder.

The new tar file is ready for download....

Thanks,
oort
While playing with YafaRay glass I discovered I had the upper range for Absorption Distance at 5000. Not sure if I did that when I was trying to get SSS to work but looking at lots of the SSS test files I did, I didn't find any in that high range. I have changed the upper number to 100. No big deal... it just makes it easier to use the slider to get a reasonable number. Ready for download.

oort
oort, I would like to suggest you to put the Delete button first in the Modulator session on Material editor (or at the "end of line") - just making it more accessible visually.

Dialogs has an old issue that bother me: after you expand sessions, add new sessions (as for Modulators) - if it exceed the window's height of Wings - we cannot scroll the dialog and some fields becomes hidden, as well, if you remove them the dialog height still remains enormous. I would like to take time to check this someday.


There is an issue related to use of spaces on file name:
Quote::
setting font on console to fixed7x14
Exporting to: c:/TEMP/Chess Horse.xml
for render to: c:/TEMP/Chess Horse.png
Mesh w_cube2: triangulating...done
Mesh w_cube2: exporting...done
Rendering Job started <0.43.0>:
> c:/TEMP/yafaray/bin/YAFARA~1.EXE -f png -dp png "Chess Horse.xml" c:/TEMP/Chess Horse
INFO: YafaRay (None)
:
ERROR: XMLParser: Parsing the file c:/TEMP/Chess
I/O warning : failed to load external entity "c:/TEMP/Chess"
:
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