View topic - YafaRay 0.1.2 beta (in progress)

YafaRay 0.1.2 beta (in progress)

Users-contributed CVS development builds. Post here your questions about compiling the source code.

Re: YafaRay 0.1.2 beta (in progress)

Post Thu Jul 01, 2010 8:21 pm

OK, if anyone is interested how to build Yafaray beta themselves (on Linux, at least) is as follows:

- apart from the standard dependencies from before, you must have installed 'make' and 'cmake'.
- download the packages listed by DarkTide and put them somewhere.
- in the folder where you unpacked the yafaray sources (not the exporter) create a directory named build (or whatever). The binary files will be created in this directory, so they can be easily deleted afterwards and don't clutter the directory where the sources are.
- go in the build directory and issue cmake ../ This will configure all the options & paths for the building (it's an replacement for make's ./configure command).
- now from the same directory issue a make command, that will build the binaries and then a sudo make install that will install them.
- now copy everything from the <path where you unpacked yafaray sources>/bindings/python and every file in the Blender exporter package, to <path where you have Blender>/.blender/scripts/yafaray/. Delete (or archive somewhere) everything in the .blender/scripts/yafaray, before doing this.
- you can issue a make clean, to cleanup all the created files.

I don't know what help for configuring is needed, but I don't know much about writing makefiles and "stuff" :D
EDIT: lol, I probably misunderstood that, I thought that I could help... :lol:
Last edited by _Mo_ on Thu Jul 01, 2010 8:36 pm, edited 2 times in total.
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Re: YafaRay 0.1.2 beta (in progress)

Post Thu Jul 01, 2010 8:30 pm

I've tested the beta with the Yafaray benchmark scene and render times are in line with my previous build - revision 543 (~3% slower for two tests, but that's margin of error).

The only problem is that I can't save the renders :D
It's giving me this on save (for all the filetypes)
Code: Select all
INFO: Render completed!
ERROR: Environment: Don't know how to create ImageHandler of type ''!
INFO: imageFilm: Flushing buffer...


EDIT:
That's from the GUI, if I enable "autosave" the .png is saved.
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Re: YafaRay 0.1.2 beta (in progress)

Post Fri Jul 02, 2010 2:23 pm

Hmm...is it just me, or why I don't get any caustics more with pathtracing? (PT Photon, None, Trace, with sunsky, spotlight, photonlight, arealights....

And setting Caustic depth to values greater than 0 crashes Yafaray....
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Re: YafaRay 0.1.2 beta (in progress)

Post Fri Jul 02, 2010 3:01 pm

PT + path caustics works for me, but with photon or path+photon causes a crash.

PM & DL works with caustics.
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Re: YafaRay 0.1.2 beta (in progress)

Post Fri Jul 02, 2010 3:03 pm

Thx for the report, i'm on it
:D

Greetings DarkTide
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Re: YafaRay 0.1.2 beta (in progress)

Post Fri Jul 02, 2010 4:26 pm

All is perfect but...

- skylight seems overpowered with old settings...

- any attemp to change the setting of the material of an object made with a previous version of yafaray result in a crash of blender (following the console when yafaray create the object or the light).

No problem with a new object, only with already made models.

I tried by importing the object into a new project, it alway crash when i change the settings of the material, wathever the GI methods or the material.

It also crash when i delete the old material and put un new on on the old object.

I'm on XP SP3, blender 2.49b

EDIT:

got the same trouble with the Yafaray benchmark scene and on an another computer. If i change a setting in the material, i get a blender crash.
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Re: YafaRay 0.1.2 beta (in progress)

Post Fri Jul 02, 2010 9:01 pm

_Mo_ wrote:PT + path caustics works for me, ...


Unfortunately not for me :( - no caustics visible
win xp 3
blender 2.49b
HHS
 
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Re: YafaRay 0.1.2 beta (in progress)

Post Fri Jul 02, 2010 9:49 pm

You need some small & powerfull arealights with 'make visible' covering your caustic producing object and lots of path samples. But the end result is not worth the render time, IMO. Photon methods produce nicer caustics much faster.
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Re: YafaRay 0.1.2 beta (in progress)

Post Sat Jul 03, 2010 8:09 am

_Mo_ wrote:You need some small & powerfull arealights with 'make visible' covering your caustic producing object and lots of path samples. But the end result is not worth the render time, IMO. Photon methods produce nicer caustics much faster.


Thanks, I overlooked that point when I read the documentation.
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Re: YafaRay 0.1.2 beta (in progress)

Post Mon Jul 05, 2010 1:10 pm

Beta sometimes crashes when exporting lights, while having previously issued some warnings about a shinydiffuse mat. The crash happens randomly - when I re-render it almost always works, where it previously had crashed.

It always follows the same pattern: creating a shinydiffuse mat - warning - creating light (area) - crash
This is the usual output:

Code: Select all
INFO: Exporter: Creating Material: "kamen"
INFO: NodeMaterial: Added ShaderNode 'diff_layer0'! (0x393a3940)
INFO: NodeMaterial: Added ShaderNode 'map0'! (0x3007640)
INFO: NodeMaterial: Added ShaderNode 'bump_layer1'! (0x3007f70)
INFO: NodeMaterial: Added ShaderNode 'map1'! (0x27d4b70)
INFO: ShinyDiffuse: Bump shader: 0x2801360
INFO: ShinyDiffuse: Evaluation order:
WARNING: ShinyDiffuse: 0x3007640
WARNING: ShinyDiffuse: 0x393a3940
WARNING: ShinyDiffuse: 0x27d4b70
WARNING: ShinyDiffuse: 0x3007f70
INFO: Environment: Added Material 'kamen.47025648' (shinydiffusemat)!
INFO: Exporter: Processing Lights...
INFO: Exporter: Creating Lamp: "Lamp.005" type: Area
INFO: Environment: Added Light 'Lamp.005' (arealight)!
Segmentation fault
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Re: YafaRay 0.1.2 beta (in progress)

Post Tue Jul 06, 2010 8:57 am

Is there anything else involved when using normal maps, other than enabling Normal M in Map Image panel and setting it to NOR? I get this compared to BI:
yafblend_test1.jpg


Also, blending two materials when one has a normalmap produces wrong results. The white 'matte' material has no normal map assigned:
yafblend_test2.jpg


When trying to render the blend material, there is a fair chance that yafaray will crash. This behaviour is random - sometimes it does, and sometimes (on exact same settings) it doesn't.

See the attachment (textures are on relative path ./maps).
Attachments
blend.test02.zip
(589.83 KiB) Downloaded 485 times
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Re: YafaRay 0.1.2 beta (in progress)

Post Tue Jul 06, 2010 9:31 am

Good work, thanks!!
It would be fine to have also a "pause" and a "resume" button in the reendering output window.
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Re: YafaRay 0.1.2 beta (in progress)

Post Tue Jul 06, 2010 2:48 pm

_Mo_
this week i've been fixing normal and bump, glossies and rough glass (which is also a glossy)
i have mostly fixed bump/normal abn glossies only rough glass is left to fix
as for blend material, well is a bit hard to do it right, and blending of bump is quite a mess :D that's why it was never blended (even on the original one) but i'm looking for a good solution to have a stable blend

I'll be commiting soon the changes to release a beta 2

Best regards,
DarkTide
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Re: YafaRay 0.1.2 beta (in progress)

Post Tue Jul 06, 2010 4:28 pm

Just to get some feedback from you guys, this is how bump and normal are working here:
Bump & Normal Gallery

This images are rendered with the exact same settings on YafaRay and BI, no nor inversion or nor value changes.

Hope to hear from you soon,
DarkTide
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Re: YafaRay 0.1.2 beta (in progress)

Post Tue Jul 06, 2010 5:26 pm

Thanks, DarkTide, for your efforts. :)

The normal intensity seems to be in line with BI, so that's ok.

Btw, the rough glass effect needs to be more subtle, if possible. Last time I used it (rev 543), I found it to be too rough - even with exponent set to max.
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