YafaRay XML scene parameters

"Render" parameters

name type range description
background_name string - name of the (surface) integrator to be used
camera_name string - name of the camera to be used
integrator_name string - name of the (surface) integrator to be used
AA_passes int >=0 number of antialiasing passes (0 only uses different sample pattern than 1)
AA_minsamples int >0 number of samples for first AA pass (or all passes if AA_inc_samples is omitted)
AA_inc_samples int - number of samples for additional AA passes (equal to AA_minsamples if omitted)
AA_threshold float >=0 color threshold for additional AA samples in next pass
threads int >0 number of threads to use for rendering
z_channel bool - enable/disable depth channel

 

Image Film

name type range description
gamma float >0 gamma correction to be applied
clamp_rgb bool - clamp sample color values to [0;1] before filtering
AA_pixelwidth float 0-8 filter size
width int >0 width of rendered image
height int >0 height of rendered image
xstart int >=0 pixel offset in respect to camera coordinates
ystart int >=0 pixel offset in respect to camera coordinates
filter_type string - reconstruction filter to be applied

 

Backgrounds

Constant

class name: constBackground_t
factory name: constant

name type range default description
color color - (0,0,0) color of the background
power float >0 1 multiplier for background color

 

Gradient

class name: gradientBackground_t
factory name: gradientback

name type range default description
horizon_color color - (1,1,1) sky color at the horizon
zenith_color color - (0.4,0.5,1) sky color at the zenith
horizon_ground_color color - - ground color at the horizon (equal to horizon_color when omitted)
zenith_ground_color color - - ground color at the zenith (equal to zenith_color when omitted)
power float >0 1 multiplier for background color

 

Sunsky

class name: sunskyBackground_t
factory name: sunsky

name type range description
from point - sun direction (interpreted as vector)
turbidity float ? turbidity of atmoshphere
a_var float ? color variantion parameter
b_var float ? color variantion parameter
c_var float ? color variantion parameter
d_var float ? color variantion parameter
e_var float ? color variantion parameter

 

Texture

class name: textureBackground_t
factory name: textureback

name type range default description
texture string - - name of the texture to be used for background
mapping string - spherical mapping type ("probe"/"angular", "spherical")
ibl bool - false enable image based lighting
ibl_samples int >0 8 (preferred) number of samples for direct lighting
power float >0 1 multiplier for background color

 

Cameras

Angular

class name: angularCam_t
factory name: angular (built-in type)

name type range default description
from point - (0,1,0) position of camera
to point - (0,0,0) vector (to - from) determines viewing direction
up point - (0,1,1) vector (up - from) determines up direction
resx int >0 320 image size in x direction
resy int >0 200 image size in y direction
angle float [0;180] 90 horizontal opening angle of the camera
max_angle float [0;180] 90 maximum angle visible
circluar bool - true blend out areas outside max_angle (circular iris)
aspect_ratio float >0 1 pixel aspect ratio
mirrored bool - false mirror x-direction ("light probe" images)

 

Orthographic

class name: orthoCam_t
factory name: orthographic (built-in type)

name type range default description
from point - (0,1,0) position of camera
to point - (0,0,0) vector (to - from) determines viewing direction
up point - (0,1,1) vector (up - from) determines up direction
resx int >0 320 image size in x direction
resy int >0 200 image size in y direction
scale float >0 1 (horizontal) size of image plane
aspect_ratio float >0 1 pixel aspect ratio

 

Perspective

class name: perspectiveCam_t
factory name: perspective (built-in type)

name type range default description
from point - (0,1,0) position of camera
to point - (0,0,0) vector (to - from) determines viewing direction
up point - (0,1,1) vector (up - from) determines up direction
resx int >0 320 image size in x direction
resy int >0 200 image size in y direction
focal float >0 1 "focal length" (more like a zoom factor)
aperture float >0 0 aperture size
dof_distance float >0 0 distance in focus (no effect when aperture=0)
bokeh_type string - "disk1" type of bokeh
("disk1", "disk2", "triangle", "square", "pentagon", "hexagon", "ring")
bokeh_bias string - "uniform" bias of bokeh ("uniform", "center", "edge")
bokeh_rotation float * 0 rotation of bokeh in degrees
aspect ratio float >0 1 pixel aspect ratio

 

 

Surface Integrators

Direct

class name: directLighting_t
factory name: directlighting

name type range default description
raydepth int >=0 5 maximum depth for recursive raytracing
transpShad bool - false allow semi-transparent shadows
shadowDepth int >=0 5 depth for transpShad, only applies when transpShad=true
caustics bool - false enable photon map for caustics; settings below only have effect when true
photons int >>0 0.5M number of photons to be shot
caustic_depth int >0 10 max. number of scattering events for photon shooting
caustic_mix int >0 100 max. number of photons to be mixed for caustic calculation
caustic_radius float >0 0.25 max. radius to search for photons

 

Path

class name: pathIntegrator_t
factory name: pathtracing

name type range default description
raydepth int >=0 5 maximum depth for recursive raytracing
transpShad bool - false allow semi-transparent shadows
shadowDepth int >=0 5 depth for transpShad, only applies when transpShad=true
path_samples int >0 32 number of path samples to take per pixel sample
bounces int >0 3 number of light bounces (path length)
use_background bool - true background contribution for indirect lighting
caustic_type string - "path" type of caustic calculation; can be "none", "path", "photons" or "both"
photons int >>0 0.5M number of photons to be shot
caustic_depth int >0 10 max. number of scattering events for photon shooting
caustic_mix int >0 100 max. number of photons to be mixed for caustic calculation
caustic_radius float >0 0.25 max. radius to search for photons

 

Photon

class name: pathIntegrator_t
factory name: photonmapping

name type range default description
raydepth int >=0 5 maximum depth for recursive raytracing
transpShad bool - false allow semi-transparent shadows
shadowDepth int >=0 5 depth for transpShad, only applies when transpShad=true
photons int >>0 0.1M number of photons to be emitted
diffuseRadius float >0.f 0.1 radius to search for non-caustic photons
search int >0 50 maximum number of non-caustic photons to be filtered
caustic_mix int >0 50 maximum number of caustic photons to be filtered
bounces int >0 5 maximum number of scattering events for photons
use_background bool - true background contribution for indirect lighting
finalGather bool - true use final gathering (recommended to enable)
fg_samples int >0 32 number of samples for final gathering
fg_bounces int >0 2 allow gather rays to extend to paths of this length
fg_min_pathlen float >0 - spatial length below which the gather ray is extended to path; defaults to diffuseRadius
show_map bool - false directly show radiance map (disables final gathering step)

 

Lights

Area

class name: areaLight_t
factory name: arealight

name type range description
color color - color of area light
corner point - one corner of rectangular light shape
point1 point - point of one edge connected to "corner"
point2 point - point of other edge connected to "corner"
power float >0 intensity multiplier for color
samples int >0 (preferred) number of samples to be taken for (direct) lighting

 

Directional

class name: directionalLight_t
factory name: directional

name type range default description
color color - (1,1,1) color of directional light
direction point - (0,0,1) interpreted as vector; light direction
infinite bool - true determines if light is infinite or filling a semi-infinite cylinder
from point - (0,0,0) beginning of semi-infinite cylinder (only applies if infinite=false)
power float >0 1 intensity multiplier for color
radius float >0 1 radius of semi-infinit cylinder (only applies if infinite=false)

 

Meshlight

class name: meshLight_t
factory name: meshlight

name type range description
color color - color of mesh light
double_sided bool - determines if light is emited on both sides of surface
object int - object identifier
power float >0 intensity multiplier for color
samples int >0 (preferred) number of samples to be taken for (direct) lighting

 

Point

class name: pointLight_t
factory name: pointlight

name type range description
color color - color of point light
from point - position of light source
power float >0 intensity multiplier for color

 

Sphere

class name: sphereLight_t
factory name: spherelight

name type range description
color color - color of sphere light
from point - position of light source
power float >0 intensity multiplier for color
radius float >0 radius of sphere light
samples int >0 (preferred) number of samples to be taken for (direct) lighting

 

Spot

class name: spotLight_t
factory name: spotlight

name type range description
blend float 0-1 width of falloff effect
color color - color of spot light
cone_angle float 0-180 angle of the cone in degrees
from point - position of light source
power float >0 intensity multiplier for color
to point - target point of spot

 

Sun

class name: sunLight_t
factory name: sunlight

name type range description
angle float 0-80 angle of the cone in degrees (80° is no typo)
color color - color of sun light
direction point - interpreted as vector; light direction
power float >0 intensity multiplier for color
samples int >0 (preferred) number of samples to be taken for (direct) lighting

 

Materials

 

Blend

class name: blendMat_t
factory name: blend_mat

name type range default description
material1 string - - name of first material (must already be defined!)
material2 string - - name of second material (must already be defined!)
mask string - - name of shader node used as mask

 

Coated Glossy

class name: coatedGlossyMat_t
factory name: coated_glossy

name type range default description
color color - (1,1,1) base color of glossy component
diffuse_color color - (1,1,1) base color of diffuse component
diffuse_reflect float [0,1] 0 amount of diffuse reflection
glossy_reflect float [0,1] 1 amount of glossy reflection
as_diffuse bool - false treat glossy component as diffuse
exponent float >1 50 exponent for blinn microfacet distribution (req. anisotropic=false)
anisotropic bool - false use anisotropic microfacet distribution
exp_u float >1 50 u-exponent for anisotropic microfacet distribution (req. anisotropic=true)
exp_v float >1 50 v-exponent for anisotropic microfacet distribution (req. anisotropic=true)
diffuse_shader string - - name of shader node for diffuse color
glossy_shader string - - name of shader node for glossy color
diffuse_reflect_shader string - - name of shader node for amount of glossiness
bump_shader string - - name of shader node for bump mapping effect
IOR float >0 1.4 index of refraction for fresnel effect of coating

 

Glass

class name: glassMat_t
factory name: glass

name type range default description
IOR float >0 1.4 index of refraction
filter_color color - (1,1,1) filter color applied for refracted light
transmit_filter float [0-1] 0 filter strength applied for refracted light
(to be removed...pre-multiply filter_color instead)
mirror_color color - (1,1,1) filter color applied for reflected light
dispersion_power float >=0 0 strength of dispersion effect, disabled when 0
absorption color >0 N.A. absorption color (absorption disabled when omitted)
absorption_dist float >0 N.A. distance scale for absorption
when omitted, absorption is assumed to be logarithmic and distance scaled already (as in old code)
bump_shader string - - name of shader node for bump mapping effect
mirror_color_shader string - - name of shader node to control color of specular reflection

 

Glossy

class name: glossyMat_t
factory name: glossy

name type range default description
color color - (1,1,1) base color of glossy component
diffuse_color color - (1,1,1) base color of diffuse component
diffuse_reflect float [0,1] 0 amount of diffuse reflection
glossy_reflect float [0,1] 1 amount of glossy reflection
as_diffuse bool - false treat glossy component as diffuse
exponent float >1 50 exponent for blinn microfacet distribution (req. anisotropic=false)
anisotropic bool - false use anisotropic microfacet distribution
exp_u float >1 50 u-exponent for anisotropic microfacet distribution (req. anisotropic=true)
exp_v float >1 50 v-exponent for anisotropic microfacet distribution (req. anisotropic=true)
diffuse_shader string - - name of shader node for diffuse color
glossy_shader string - - name of shader node for glossy color
diffuse_reflect_shader string - - name of shader node for amount of glossiness
bump_shader string - - name of shader node for bump mapping effect

 

LightMat

class name: lightMat_t
factory name: light_mat

name type range default description
color color - (1,1,1) emit color of material
power float >0 1 multiplier for color
double_sided bool - false emit lights on both sides

 

Mask

class name: maskMat_t
factory name: mask_mat

name type range default description
material1 string - - name of first material (must already be defined!)
material2 string - - name of second material (must already be defined!)
mask string - - name of shader node used as mask
threshold float * 0.5 threshold for switching materials

 

Shiny Diffuse

class name: shinyDiffuseMat_t
factory name: shinydiffusemat

name type range default description
color color - (1,1,1) base color of diffuse component
mirror_color color - (1,1,1) color filter for reflected rays
transparency float [0,1] 0 material transparecny
transmit_filter float [0,1] 1 controls amount of tinting of light passing through material
translucency float [0,1] 0 amount of diffuse transmission (translucency)
diffuse_reflect float [0,1] 1 amount of diffuse reflection
specular_reflect float [0,1] 0 amount of perfect specular reflection ("mirror")
emit float >=0 0 amount of emitted light
IOR float >0 1.33 refraction index (for fresnel effect)
fresnel_effect bool - false apply fresnel effect to specular components
diffuse_shader string - - name of shader node for diffuse color
bump_shader string - - name of shader node for bump mapping effect
mirror_shader string - - name of shader node to control amount of specular reflection
mirror_color_shader string - - name of shader node to control color of specular reflection
transparency_shader string - - name of shader node to control amount of transparency
translucency_shader string - - name of shader node to control amount of translucency

 

Shader Nodes

Layer

class name: layerNode_t
factory name: layer

name type range default description
mode int 0-9 0 mix mode
def_col color - (1,1,1) default color for intensity-type textures (color output)
def_val float >0 1 defaut value to mix with for intensity-type textures (value output)
colfac float [0;1] 1 controls how much texture affects color output
valfac float [0;1] 1 controls how much texture affects value output
do_color bool - true calculate color output
do_scalar bool - false calculate scalar value output
color_input bool - true use the color value of the input node instead of value
use_alpha bool - false use the alpha value of input rather than intensity
noRGB bool - false convert color input to scalar value
stencil bool - false affect mix value of all layers below
negative bool - false negate input
input string - - name of input node (currently required)
upper_layer string - - name of upper (layer/base) node

 

 

Mix

class name: mixNode_t (split in sub-classes)
factory name: shinydiffusemat

name type range default description
cfactor float [0,1] 0.5 factor for the mix function
mode int - 0 mix mode;
mix=0, add, muliply, substract, screen, difference, darken, lighten, overlay

 

Texture Mapper

class name: textureMapper_t
factory name: texture_mapper

name type range default description
texture string - - name of texture to be mapped
texco string - global texture coordinates: uv, global, orco
mapping string - plain mapping type: plain, cube, tube, sphere
scale point - (1,1,1) texture scaling, point interpreted as scale vector
offset point - (0,0,0) texture offset, point interpreted as offset vector
do_scalar bool - true evaluate scalar component of texture
bump_strength float * 1 strength of bump effect
proj_x int 0-3 1 project x-axis to specified axis (0:none, 1:x, 2:y, 3:z)
proj_y int 0-3 2 project y-axis to specified axis (as above)
proj_z int 0-3 3 project z-axis to specified axis (as above)

 

Value

class name: valueNode_t
factory name: value

name type range default description
color color - (1,1,1) color the node outputs
alpha float - 1 alpha value the node outputs
scalar float - 1 scalar value the node outputs