Current stable version: 0.1.1

View topic - Materials Library - YafRay 0.0.9

Materials Library - YafRay 0.0.9

Questions about usage of YafRay 0.0.9

Materials Library - YafRay 0.0.9

Post Sun Jan 21, 2007 1:13 am

Image
Download the scene here: http://www.zshare.net/download/thescene16-zip.html


What this thread is about?
This Materials Library thread is our little corner to share our shader creations. It is open to everyone to participate. Feel free to modify the default scene to suit your particular needs or to propose one of your own. The scene includes two lighting setups and two cameras to choose from.

Remember to pack the Blender file before uploading (File > Pack Data). On the other hand, when a Blender file is downloaded, you must unpack the images if you want yafray to find them (File > Unpack Data). Use descriptive names for materials, textures and files, please.

You can use www.zshare.net and www.imageshack.us to host your files and images.

The materials should always be originals created by you, don't use any commercial textures or use maps from other users without permission. You are responsible for your materials posted.


What Blender shader settings are suported?

  • All texture modulation modes with the exception of 'Amb' and 'Translu'
  • All Blender BRDF models are supported.
  • YafRay supports all of Blender Clipmodes.
  • Most Blender procedural textures are supported.
  • Blender ramps are partially supported.

Besides, there are some other Yafray features that are not supported by the exporter, and they can be accesed only by XML edtting, such as conetracing to blur reflections, SSS basic shader, etc.

More info at YafRay 008 Release Notes


How to use one of these shaders in my Blender scene?

Menu 'File' > 'Append or Link' option > Select Material scene with LMB > 'Materials' option > Select material from list > Clic 'Load Library'.
The material 'appended' will appear in your materials list (F5)
Last edited by Samo on Mon May 21, 2007 4:42 pm, edited 7 times in total.
User avatar
Samo
 
Posts: 1878
Joined: Tue Dec 20, 2005 10:39 am
Location: Spain

Post Mon Jan 22, 2007 7:24 pm

BRDF DIFUSSE MODELS:
Minnaert. It is called the moon shader. It performs back reflection.
Good for porous sufaces and ones covered in dust such as oxides, brushed metals, sandstone, unfinished wood, concrete.
Toon.
Oren-Nayar. Fuzzy surfaces like cloth, wood, skin, velvet.
Lambert. Called the perfect diffuser. Good for plastics, artificial materials and polished marble.

BRDF SPECULAR MODELS:
Wardiso. Anisotropic. Highlights more defined.
Toon.
Blinn. Very similar to Phong, althought the highlight shape is more round in tangent areas and has got a cleaner look.
Phong. Glossy paints, plastics, laquers, polished metals, polymers.
Cook-torrance:
- Higher glossiness settings: car finishes, glass, water, chrome
- Lower glossiness settings: unpolished metals, frosted glass.
- Diffused highlights: Wood, stone, skin.


Useful Links:
http://www.the123d.com/tutorial/general ... s2-1.shtml
http://www.lightwiki.com/wiki/mediawiki ... ding_nodes
http://blenderartists.org/forum/showthread.php?t=88856
http://www.neilblevins.com/cg_education ... cation.htm
Last edited by Samo on Fri Mar 09, 2007 9:39 pm, edited 7 times in total.
User avatar
Samo
 
Posts: 1878
Joined: Tue Dec 20, 2005 10:39 am
Location: Spain

Post Wed Jan 24, 2007 10:30 pm

* The default scene and the shaders I keep posting are free domain, unless stated otherwise.

Car paint shaders

- Lamber for diffuse and phong for specular, like in Jakub's porsche 550, but with diferent shaders and mirror parameters:
http://www.zshare.net/download/carpaintsamo-zip.html

Image

- Lambert for diffuse and Cook Torrance for spec, bigger grain:
http://www.zshare.net/download/carpaint2-rar.html

Image
Last edited by Samo on Thu Feb 08, 2007 10:02 am, edited 5 times in total.
User avatar
Samo
 
Posts: 1878
Joined: Tue Dec 20, 2005 10:39 am
Location: Spain

Post Fri Jan 26, 2007 10:55 pm

Concrete shader

- Minnaert for diffuse, Cook Torrance with completely diffused highlights for specular, bump and color based on image textures:
http://www.zshare.net/download/concrete-zip.html

Image
Last edited by Samo on Wed Jan 31, 2007 8:54 am, edited 4 times in total.
User avatar
Samo
 
Posts: 1878
Joined: Tue Dec 20, 2005 10:39 am
Location: Spain

Post Sun Jan 28, 2007 10:01 pm

scatologic shader, :wink:

- Orent Nayar for diffuse, Blinn for specular, Ramps. Disp. map based on a procedural:
http://www.zshare.net/download/weirdfluid1-zip.html

Image
Last edited by Samo on Fri Feb 09, 2007 11:27 am, edited 2 times in total.
User avatar
Samo
 
Posts: 1878
Joined: Tue Dec 20, 2005 10:39 am
Location: Spain

Post Mon Jan 29, 2007 8:27 pm

Hi, more funny experiments while I keep on trying some basic materials.

Plastic, with some suttle SSS effect ?
Minnaert + Cook Torrance, suttle and diffused highlights, Ramps.
It is called 'it has future' because of its soft look, it can be used as base for other shaders, such as leather (IMO):
http://www.zshare.net/download/ithasfuture-rar.html

Image
User avatar
Samo
 
Posts: 1878
Joined: Tue Dec 20, 2005 10:39 am
Location: Spain

Post Mon Jan 29, 2007 8:36 pm

I was experimenting how to blur reflections using a very dense procedural in the raymir channel.

metalic carpaint? It can be used to get chrome balls too IMO.

A simple Lambert + Cook Torrance, a potent but diffused specular highlight, dense procedural in the Raymir channel, Fresnel:
http://www.zshare.net/download/cool-rar-8nc.html

Image

PD: the basics shaders will arrive eventually (I hope) :D
User avatar
Samo
 
Posts: 1878
Joined: Tue Dec 20, 2005 10:39 am
Location: Spain

Post Sun Feb 04, 2007 10:33 pm

Another 'basic' material (left), it can be used as starting point for different materials such as porcelain, marble (right). Notice the Fresnel effect. Raymirror is only 40%, it can be increaset a bit yet.

Minaert + Cook Torrance, Ramps, Fresnel.
http://www.zshare.net/download/marble-rar.html

Image

PD: Did I say you can participate? :D
User avatar
Samo
 
Posts: 1878
Joined: Tue Dec 20, 2005 10:39 am
Location: Spain

Post Mon Feb 05, 2007 12:09 am

Samo wrote:PD: Did I say you can participate? :D


See, that's how i feel every day... :wink:
Lynx
 
Posts: 750
Joined: Wed Jan 12, 2005 5:07 am
Location: Germany

Post Tue Feb 06, 2007 2:46 pm

Nice materials Samo ;)

And I wish I would participate but lack of time and (mostly) imagination prevents me - I will send something in soon, it's on my todo-list :)
Claws
 
Posts: 156
Joined: Sun Apr 23, 2006 10:05 pm

Post Wed Feb 07, 2007 4:10 pm

Old Bone...

Minnaert / Cook Torr, very little specular. Procedurals for bump and a little color.

Yafray XML. Sorry, It's not in blender... :oops:
Image
avariant
 
Posts: 57
Joined: Wed May 17, 2006 9:24 pm

Post Thu Feb 08, 2007 9:25 am

@avariant: wouldn't be it better without the marble vein? I suppose it stands for the cracks of the cranium, but it is not well usable: on a skeleton head, the crack will probably appear wrongly, and other body bones, it should be totally unwelcomed. Please note I'm not a specialist, so perhaps am i totally wrong, please take this as constructive criticism :)
olivS
http://www.feeblemind.org
(heaps of tutorials for Blender [en] and [fr])
olivS
 
Posts: 35
Joined: Thu May 04, 2006 2:21 pm

Post Thu Feb 08, 2007 9:40 am

Thank you for participating. :D
Cool shader, Avariant!

To make this thread more useful for Wings3D users and for Blender users that don't mind about editting their XML files, if you are going to share a XML scene, maybe it would be more useful to post MAT files instead of posting the XML of the whole scene. In case you are interested in using this proceeding, read this:

What are MAT files?
MAT files are independent XML material files. Yafray can call external MAT files into a XML file of an scene. This feature was created as a result of Crafter, a powerful material creator, whose development is paused at the moment (www.funnyfarm.tv).

The structure and specs of a MAT file is the same as a complete XML file, but in MAT files only materials are defined. This is an example of a MAT file called example.mat, in this case is made with Crafter. As you can see, is just plain yafray XML shading language:


Code: Select all
<!-- YafRay shader file created by the crafter material editor -->
<!-- Crafter is copyright (c) 2002-2003 Wybren van Keulen -->
<!-- www.funnyfarm.tv -->


<shader type="colorband" name="Colorband" >
<attributes>
   <input value="null" />
</attributes>
<modulator value="0.00"><color r="0.49" g="0.42" b="0.52" /></modulator>
<modulator value="0.00"><color r="0.49" g="0.42" b="0.52" /></modulator>
<modulator value="1.00"><color r="0.75" g="0.80" b="0.74" /></modulator>
   <modulator value="1.00"><color r="0.75" g="0.80" b="0.74" /></modulator>

</shader>
<shader type = "phong" name = "funnymat"><!-- material final name -->
   <attributes>
      <environment value="Colorband" />
   <specular r="1.00" g="1.00" b="1.00" />
      <hard value = "10.00"/>
      <reflected r="0.50" g="0.50" b="0.50" />
      <min_refle value = "0.10" />
      <transmitted r="0.500000" g="0.500000" b="0.500000" />
      <IOR value = "1.33" />
   </attributes>
</shader>

In MAT files you can define a complete YafRay shader. You can create a MATerial file from a complete XML scene by just extracting all the blocks needed to define that material and pasting them in a separate .mat file.

How a MAT file is called inside a XML file of an scene?
At the beginning of the XML file, the file is included, using both relative or absolute paths:
Code: Select all
<scene>
<include file = ".\Data\example.mat" />
...


In the object block, the material from the MAT file is eventually called by using its name:
Code: Select all
<object name = "Sphere" shader_name = "funnymat" >
   <attributes>
   </attributes>
      <mesh autosmooth = "60.0" >
<points>
   <p x="0.027043"...
Last edited by Samo on Fri Feb 09, 2007 11:29 am, edited 2 times in total.
User avatar
Samo
 
Posts: 1878
Joined: Tue Dec 20, 2005 10:39 am
Location: Spain

MAT Files

Post Thu Feb 08, 2007 8:23 pm

Samo,

I was never aware of this feature in YafRay. Thanks for the info. Based on what I understand from your post, providing MAT files would be great for Wings3D users. I imagine it would be fairly simple for the Wings3d Coders to add the ability to read .MAT files into the material properties in Wings3D. So YES again please provide .MAT files for these wonderful shaders that are listed in this thread.

Thanks,
oort
oort
 
Posts: 63
Joined: Wed Jun 01, 2005 2:11 pm

Textures please?

Post Wed Feb 14, 2007 2:15 am

This would be more helpful if the textures were included with the files. I mean, we can find or create our own. The bone one had them included, though, so I figured you may've just forgotten. ;)
Viaken
 
Posts: 5
Joined: Tue Apr 19, 2005 7:28 pm

Next

Return to YafRay 0.0.9 Questions (Archived)

Who is online

Users browsing this forum: Yahoo [Bot] and 0 guests