Current stable version: 0.1.1

View topic - YafaRay 0.1.X Development branch (experimental)

YafaRay 0.1.X Development branch (experimental)

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

Re: YafaRay 0.1.2 Development branch (experimental)

Post Mon Nov 02, 2009 9:02 pm

$ svn log -r 431
------------------------------------------------------------------------
r431 | subcomandante | 2009-11-02 14:08:34 +0000 (Mon, 02 Nov 2009) | 2 lines

Added ability to choice python version to compile interface bindings



Wow........nice one....... :D
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stoneage
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Wed Nov 04, 2009 3:32 pm

Darktide - Can you compile this version for Windows?
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pepi74
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Thu Nov 05, 2009 3:04 am

What for exactly pepi74?

Nobody seems to be doing testing anymore...

If there is a good reason i'll do it gladly

Best regards,
DarkTide
Just Vampires Playing To Be Mortals...
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Thu Nov 05, 2009 10:07 am

Hi DarkTide,

Nobody seems to be doing testing anymore...

I always test all the Windows builds posted in the forum.
Regular Windows build update would be great!

Patrice
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Thu Nov 05, 2009 11:13 am

spe.jpg

I did the same render with Yafaray 0.1.1 and 0.1.2 (r429) for OSX 10.5.8, and the specularity is very different with the 0.1.2 version. The material is the same and I use Area lamps with Direct Lighting.

How can I have the previous specularity? Do I need to adjust the material or the Area lamps maybe?

Thanks a lot for your work. I use 0.1.2 a lot but I didn't post any result yet, sorry. Definitely will.
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bupla
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Thu Nov 05, 2009 11:32 am

Rendered with 0.1.2 -r429 using ies lighting:-
test-20_pregamma_1_reinhard05_brightness_-4.36_chromatic_adaptation_1_light_adaptation_0_xcf.jpg
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stoneage
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Thu Nov 05, 2009 12:13 pm

darktide wrote:What for exactly pepi74?

Nobody seems to be doing testing anymore...

If there is a good reason i'll do it gladly

Best regards,
DarkTide


What to test Darktide?
You release new version on daily basis: and I and all windows users have old Yafaray 1.2
So how to test?
On linux, you can compile as you wish: but since there is top secret how to that under windows and there is no tutorial, all windows user can you only test what you compile :)
So when you made few changes compile version and put on forum :)
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pepi74
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Thu Nov 05, 2009 12:54 pm

pepi74 wrote:You release new version on daily basis: and I and all windows users have old Yafaray 1.2
So how to test?


There are no new features or fix related to integrators/materials/lightning after revision 420 on branch, so you can go on testing 420 because it will render the same as current 432.

Testing is very appreciated and helps dev to know unexpected behaviours.

Thx guys!
Michele Castigliego
ALTASIS - http://www.altasis.it
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subcomandante
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Mon Nov 09, 2009 11:49 pm

r434 | subcomandante | 2009-11-09 19:20:30 +0000 (Mon, 09 Nov 2009) | 2 lines

Added particles rendering
:shock:

Thank you subcomandante, I'll be testing this as soon as my current render has finished..... :D
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stoneage
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Tue Nov 10, 2009 12:48 am

stoneage wrote:
r434 | subcomandante | 2009-11-09 19:20:30 +0000 (Mon, 09 Nov 2009) | 2 lines

Added particles rendering
:shock:

Thank you subcomandante, I'll be testing this as soon as my current render has finished..... :D



Does I see new version for Windows? 8)
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pepi74
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Tue Nov 10, 2009 12:58 am

Yeah! All hail subcomandante the particles warrior! :D

Some things I learned from subcomandante in IRC:

Yafaray extrudes triangle tubes along the length of the particle paths. To control the thickness of the particle strands use the "Start" and "End" values in the strands menu in blender's material buttons:

yafa-particlesmenu.png
yafa-particlesmenu.png (8.22 KiB) Viewed 1034 times


If the strands still look too thick and you can only reduce strand thickness to 0.25, enable the "Use Blender Units" option in the strands menu (and exit/renter the strands menu for this option to take effect), and now you can set the strand thickness as low as you want.

In the particles menu I think most options are supported (in hair mode anyway), including the options to render the emitter mesh and to select which material to use for the particle system. Multiple particle systems do not work yet.


Anyway, subcomandante wanted to see a carpet made with this, so I worked on a quick little test scene of an unruly shag throwrug:

yafa-rug2.png


Yafaray can render quite a few particles now, and really quickly too! Yay! :D
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Tue Nov 10, 2009 4:42 am

1. I like the RoughGlass shader :D

2. I've noticed that glossy shaders (including roughGlass) render too dark. SpecularDiffuse mirrors and regular glass seem to be fine though.

3. How come there is no fresnel for glossy yet :P

4. PhotonMapping crashes Blender if diffuse and/or caustic photons are too low.
Attachments
WetGlass1.png
Despite rendering refractions too dark, roughGlass works.
WetGlass1.png (145.97 KiB) Viewed 1024 times
GlassComparison.png
glass on top, roughGlass with exponent 5000 on the bottom
GlossyComparison.png
Yafaray0.1.1 on the left, 420 on the right
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nschobert
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Tue Nov 10, 2009 4:43 am

r434 | subcomandante | 2009-11-09 19:20:30 +0000 (Mon, 09 Nov 2009) | 2 lines

Added particles rendering


great jobs all devs! we are all behind you and appreciate the work.

Darktide, many of us are testing. no news from us is good news (no problems found)
loh
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Tue Nov 10, 2009 5:28 am

Hi guys, good to hear from you :D

First, about the "low specularity/dark reflections" on glossy shader...
I changed the way the shader works (just a tweak) but that means that you need to use higher exponents (and probablly higher reflection too), to achive the same effect as with 0.1.1.
Now, rough glass, yes is dark and incomplete and lacks caustics and transparent shadow don't work as they should.
As i showed you in a previous post i have improved it quite a bit but is only on my local copy of the code by now, is slower than the one on svn though but i want it working as it should first before doing optimizations.

About the fresnel on glossy reflections i have a version of it and also oren-nayar diffuse shader for glossy materials (again only on my box)

I'll release this features as soon as we (dev team) agree on them...

Is good to know you are still testing and haven't run into big problems :D

I'll release soon a win32 version of the latest "fur/static particles" feature subcomandante developed.

and pepi74 is not top secret is simply very difficult to do it without some good amount of experience building complex projects on windows, i can't release a guide 'cos that means i have to create a good build system (not the half manual system i use for my builds) and preferably gather all the required libs so ppl with low experience can build yafaray themselves, thing is, i simply don't have the head or the time for that right now (and mostly i rather build it my self, than put the few hours i have to work on yafaray on a build system that most ppl won't use), fortunately boiko has some time now and he is creating a new build system based on cmake which, hopefully that will allow us more automated builds with better lib detection, maybe even nightly unattended builds of svn, all of that is on the making but we have short time and low human resources on the binary distribution front, so be patient.

Best regards...

DarkTide
Just Vampires Playing To Be Mortals...
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DarkTide
 
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Re: YafaRay 0.1.2 Development branch (experimental)

Post Tue Nov 10, 2009 12:18 pm

Thanks for the explanation on the glossy shader, Darktide.

Wow, I didn't know that Subcomandante was working on the particle rendering, that's some great, great news.

The .png format output by default is brilliant too, much more useful than bmp.
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bupla
 
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