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Wings 3D Development Forum Wings 3D Design & Development v
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YafaRay plugin; update roadmap and change list

 
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YafaRay plugin; update roadmap and change list

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micheus
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Forum's Admin and Support | Bug fixer
Posts: 3,681
Threads: 185
Joined: Jun 2012
#131
10-21-2013, 07:18 PM
(10-21-2013, 05:57 AM)oort Wrote: Maybe Micheus means in the dialog window where you specify the file name???
Yes. Here is the POV-Ray new Render dialog:
[Image: th_pov-output_zps2c25f4f9.jpg]
oort Wrote:1) Would Wings3D remember to use the same file type the next time you render? As it is now this is saved to your preferences so that you do not have to specify a file type every time you render.
Yes, I did some changes to POV-ray plugin to remember it too. It's still saved in the preferences file. One can ask about to remember the file name too - we can implement that too.

Quote:2)How would you handle .exr which has additional settings (float, zbuf, compression)?
Well, we still can have these information been entered in the current dialog and used as necessary (user select the proper type).
In real world we use to set the Render options a few time (a fast one for testing and a better quality for final render). Most of the time we'll be tweaking the materials and render.
oort
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#132
10-22-2013, 01:18 AM
Micheus,
Sounds and looks good to me... Smile

oort
oort
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#133
10-22-2013, 06:07 PM
I just did a test and verified that .exr export was still working in YafaRay 0.1.2 Beta 2. It stopped working in YafaRay 0.1.5.

oort
Neon22
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Ex-Symbolics

Posts: 38
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Joined: Sep 2013
#134
10-22-2013, 07:21 PM (This post was last modified: 10-25-2013, 07:08 PM by Neon22.)
I'd like to make a feature request - as we're dealing with menus etc right now Smile
Specifically:
For antialiasing settings in the Yafaray dialog.
- Could we have a dropdown where the user selects from a named setting which sets all the current AA values.
- Could the user have a way of defining their own named set of AA values (even manually by editing in a related file).

E.g. choose 'minimal' from dropdown - pass=1 etc very basic and ugly - but fast to render
Or choose 'medium' - defaults as now set,
Or choose 'fine' - mitchell filter, 3 passes, 128 addtl samples, etc...
Or choose a user named set like 'HiQ - high addtl' for high addtl samples and low passes vs 'HiQ - high samples' for higher number of sample passes....

I'd find this to be useful when making quick initial passes to get materials right.
Cheers...

P.S. When using Save in this menu - I currently get a crash dump.
relevant part of which is:
Quote:Window: {dialog,#Ref<0.0.0.592>}
Reason: function_clause
...
[{file,"h:/YAFMAS~1/wings/PLUGIN~1/IMPORT~1/yafaray/yaf_render_UI.erl"},
{line,14}]},
{wpc_yafaray,export_dialog_loop,2,
[{file,"h:/YAFMAS~1/wings/PLUGIN~1/IMPORT~1/wpc_yafaray.erl"},
{line,519}]},
{wings_ask,return_result,1,[{file,"wings_ask.erl"},{line,871}]},
{wings_wm,handle_event,3,[{file,"wings_wm.erl"},{line,824}]},
{wings_wm,send_event,2,[{file,"wings_wm.erl"},{line,796}]},
{wings_wm,do_dispatch,2,[{file,"wings_wm.erl"},{line,698}]},
{wings_wm,get_and_dispatch,0,[{file,"wings_wm.erl"},{line,612}]},
{wings,init,1,[{file,"wings.erl"},{line,148}]}]
povmaniac
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Posts: 178
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Joined: May 2013
#135
10-23-2013, 06:11 AM (This post was last modified: 10-23-2013, 06:13 AM by povmaniac.)
I have updated the binary ones and the exporter to fix some errors.
Some options of Background do not work correctly or contain default values.
Some errors have been fixed in ' area light ' and now it seems to work well.

Communicated: this will be the last update using the name YafaRay.
I have realized a 'fork' of the project and I am going to continue his development with another name, not defined yet.
Any name proposal? Smile

Binaries..
https://dl.dropboxusercontent.com/u/1684...5_23_10.7z
Exporter..
https://dl.dropboxusercontent.com/u/1684..._23_10.zip

Also i update links in first post.
The Universe is an infinite equation
Neon22
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Posts: 38
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Joined: Sep 2013
#136
10-23-2013, 10:09 AM
YafaRay was kinda growing on me actually....
There's so many of them out there now (unbiased raytracers) - branding is useful to differentiate them.
If I may ask - Are you forking it because you're going to continue dev in a new direction ?
oort
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#137
10-23-2013, 02:08 PM
povmaniac,
Thanks for the updated files. I wish I had more time for testing today. I tested Path Tracing and see that you have fixed that in the plugin. Thanks! I also noticed that sunsky background is working and you have worked on the World Environment settings. Looks good Smile

What was updated in the YafaRay 0.1.5 SSS binary?

No more time today... Sad

For the new name maybe YafpRay if you want to keep the name similar. P as in Perfect... Smile

Thanks again,
oort
povmaniac
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Posts: 178
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Joined: May 2013
#138
10-23-2013, 03:43 PM
(10-23-2013, 02:08 PM)oort Wrote: .....
What was updated in the YafaRay 0.1.5 SSS binary?

I added correct number photons to banner info..
Code:
diff --git a/src/integrators/directlight.cc b/src/integrators/directlight.cc
index b91ba51..0e5bbc6 100644
--- a/src/integrators/directlight.cc
+++ b/src/integrators/directlight.cc
@@ -87,7 +87,7 @@ bool directLighting_t::preprocess()
    {
        //success = createSSSMaps();
        success = createSSSMapsByPhotonTracing();
-        set << "SSS shoot:" << nCausPhotons << " photons. ";
+        set << "SSS shoot:" << nSSSPhotons << " photons. ";
        std::map<const object3d_t*, photonMap_t*>::iterator it = SSSMaps.begin();
        while (it!=SSSMaps.end())
         {
diff --git a/src/integrators/pathtracer.cc b/src/integrators/pathtracer.cc
index 62dbbaf..1b9d46e 100644
--- a/src/integrators/pathtracer.cc
+++ b/src/integrators/pathtracer.cc
@@ -96,7 +96,7 @@ bool pathIntegrator_t::preprocess()
    {
        //success = createSSSMaps();
        success = createSSSMapsByPhotonTracing();
-        set << "SSS shoot:" << nCausPhotons << " photons. ";
+        set << "SSS shoot:" << nSSSPhotons << " photons. ";
        std::map<const object3d_t*, photonMap_t*>::iterator it = SSSMaps.begin();
        while (it!=SSSMaps.end())
         {
diff --git a/src/integrators/photonintegr.cc b/src/integrators/photonintegr.cc
index d35001a..942568e 100644
--- a/src/integrators/photonintegr.cc
+++ b/src/integrators/photonintegr.cc
@@ -529,6 +529,8 @@ bool photonIntegrator_t::preprocess()
        //Y_INFO << "SSSMap : " << SSSMaps.size() << yendl;
        //createSSSMaps();
        createSSSMapsByPhotonTracing();
+        // povman:add text to banner info
+        set << "SSS shoot:" << nSSSPhotons << " photons. ";
        std::map<const object3d_t*, photonMap_t*>::iterator it = SSSMaps.begin();
        while (it!=SSSMaps.end())
         {
@@ -881,7 +883,6 @@ colorA_t photonIntegrator_t::integrate(renderState_t &state, diffRay_t &ray) con
                }
            }
        }
The Universe is an infinite equation
Neon22
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Posts: 38
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#139
10-23-2013, 09:03 PM
Alas hdri env map option missing from ambient light dialog.
so no lights Sad
povmaniac
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Posts: 178
Threads: 7
Joined: May 2013
#140
10-23-2013, 10:54 PM
This part of code (environment from hemi-light) are moved to render settings. Btw.. atm is work in progress Smile

[Image: new_environment.jpg]

[Image: new_environment_render.jpg]

You can see the last commits from:
https://github.com/TheBounty/wings/commits/yafaray_exp

Greetings..
The Universe is an infinite equation
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