View Full Version : Yafaray Render
Been messing around with the yafaray render but I feel it's hard to render exactly as the scene that I have in blender. Especially with Direct Lighting... Sure are a lot of settings.
Is there a way to import the scene just as it is in Blender to the yafaray render engine? Reason why I ask is that I lose the light when I render in direct lighting, the scene is much darker and the colors from the Blender scene doesn't get picked up??
Messed around with this picture, couldn't get the colors from the scene though. This was a test with "Sunsky":
http://i46.tinypic.com/ibamo7.jpg
Thanks in advance. :)
Mattias
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Btw I have that Yafaray Export 0.1.1, downloaded it yesterday so it must be the latest yea? Saw an article yesterday about the engine 0.1.2, hmm? Hope that was just a beta?
However this is not an error I believe, just to know how to import the scene properly.
lol
dac77
12-07-2009, 09:51 PM
Yafaray is not integrated into Blender as was Yafray, so one have to set up all materials and parameters inside script. It is quite different render engine than blender internal, so one can never achieve resemblance.
P.S. Check in Yafaray documentation if light You try to use is actually renderable in Yafaray.
ohh that's strange? I tried that Luxblend render too, is it the same way for that one aswell then? I guess it is an export but I thought it was gonna be possible to get exact render from the scene.... Any other options? Are there any other renders for Blender?
dac77, thank you, appreciate the answer. :)
/Mattias
danielHinton
12-10-2009, 11:14 PM
AFAIK there are no integrated renderers for blender other than the blender internal. all the other renderers will require you to use an exporter and create materials etc. in the standalone programme. Once you get used to it, the workflow for both Yafaray and Lux is pretty simple...you just have to spend a bit of time with the documentation.
Dan
Appreciate it and yea I started to look through the documentation, makes more sense now especially with assigning the materials highlighting objects and then make changes in yafaray. Powerful for sure. Still experimenting with it all. :)
Thanks again.
Understand more about texture input now, having some slight problems with shadow though... Got the sun shadow to work but not the lamps: is there support for lamp shadow in yafaray? I chosed the lamp and then entered the value just to see that it was registered the right way. Still going through the documentation though so maybe I will find info about it, haven't so far.
Something I messed around with today.
http://i47.tinypic.com/2vj2ybb.jpg
Still having problems with Lamp shadow but I got the Cast Shadow down on the textured objects. :)
Have some more renders on my blog, experimented with sunsky too.
http://i46.tinypic.com/2gvjvpt.jpg
God-Of-Zilla,
Be sure you read this document about raytracing with YafaRay, it has got very important information to optimise your render settings.
PDF slides, English version. (http://static.yafaray.org/guide/yafaray_course_english.pdf)
Practice files
(http://static.yafaray.org/guide/Practicas.zip)
Samo, thanks a bunch. :) Can you expand about the raytracing a little in my scene? Sure would appreciate it. I did cut the raydepth because it takes very long to render, I guess the default is just value 2.
btw yea I found out that the lamps had the value set too low, in Blender the value set to 1 makes for a real bright light, in yafaray you have to set it at 7 or 8 to be the same brightness value...
Kind of tricky but I am starting to like the exporter more and more.
Thanks again Samo, I have downloaded the files now. :)
Mattias
Can you post an screen shot of your render settings & lighting method, please?
also what kind of background are you using?
ok cool thanks. :)
Took some screens, the light is sunlight and the background is just a simple gradient setting, liked greyscale better for these textures...
There's a spotlight above the scene but the light setting was too low, didn't understand that previously but after some experiments yesterday I understood that you had to set the vvalue higher than from blender default, lol.
Still experimenting a lot with all the settings.
I am sloppy with saving when I experiment so this one was before I added the cube stones to the right but the scene is all the same.
Here's the screens:
http://i49.tinypic.com/2zsa87r.jpg
http://i47.tinypic.com/2q8uf5f.jpg
http://i50.tinypic.com/2uiksxu.jpg
Any kind of tips would be really appreciated, still trying to teach myself all this.
Will go through your documents tomorrow.
Mattias
Ahh yea the light setting was just default in yafaray lamp 001 set to power 1 with slight color change to the more yellow kind.
first of all you should ask yourself whether the indirect lighting calculated by photon mapping is meaningful for your scene, whether there exist other faster alternatives producing equal or better results, whether photon mapping is specifically suited for your scene...
Reading the available documentation is the faster and better algorithm you can use for your renders.
Well according to your documentation I guess photon mapping is more suitable for indoor scenery? But I guess in this case there were less photons just because of the textures? or merely because of the sun light? "sun"?
Anyway I am gonna keep experimenting and look through the documentation on the yafaray source site.
Regarding your comment previously I thought you saw something in the raytracing which didn't make sense?
I guess you didn't then?
Ian Jones
12-16-2009, 08:05 PM
There are a couple of reasons photon-mapping is not particulary useful for outdoor scenes.
Large outdoor spaces mean lots of unnecessary calculations
Indirect radiosity is not that prominent, because of the lack of large smooth diffuse surfaces (which you usually find indoors)
Photons project into empty space and therefore waste calculations
Usually simpler lighting models suffice, such as sun / hemisphere lights and either AAO or raytraced AO. These latter soultions also don't suffer from such high render times and tricky settings.
There are a couple of reasons photon-mapping is not particulary useful for outdoor scenes.
Large outdoor spaces mean lots of unnecessary calculations
Indirect radiosity is not that prominent, because of the lack of large smooth diffuse surfaces (which you usually find indoors)
Photons project into empty space and therefore waste calculations
Usually simpler lighting models suffice, such as sun / hemisphere lights and either AAO or raytraced AO. These latter soultions also don't suffer from such high render times and tricky settings.
yes that's very true, the indirect lighting component in your scene is not very important, and secondly photon mapping is more suited for enclosed or mostly enclosed scenes.
Path tracing, Ambient Oclussion, background lighting, will do for your scene.
But I guess in this case there were less photons just because of the textures? or merely because of the sun light? "sun"? well is wasted calculation as Ian Jones says, check in the back console the proportion between photons emitted and photons actually hitting the photon map and compare it with an indoor scene like this one:
http://www.yafaray.org/phpBB3/download/file.php?id=628
Your settings are fine at the moment, just find a good solution lighting for your scene, and configure a good sampling strategy as suggested in the documentation, with a mix of brute and adaptive anti-aliasing.
Appreciate it guys, gonna give this more time and milage and hopefully it will start to make sense. :)
Ian Jones
12-17-2009, 10:31 PM
You don't happen to be a member of the Sijun forums do you?
lol yea I thought I recognized your nick. :)
Better not speak too much about my old nicknames though but yea I used to be overthere in Sijun.
But wait a minute? You're not the same as that "Ian Jones" over at sijun? he's from Australia...
Ian Jones
12-18-2009, 09:23 PM
I thought you were. :) Hehe, yes I am. I just returned to Aus after 2 years overseas in Canada then the UK.
Ian J - Sure are a lot of sijuners around these parts, saw Fred and Pringle in a thread I had some time ago. :)
Big forum but I am starting to get used to the interface and all sections. :)
Do you use only Blender or a mix of software?
Ian Jones
12-19-2009, 10:43 PM
Blender only. Well to be honest I have a foundation in 3dsMax... but moved over to OsX and left it behind for the most part. I have a huge interest in scripting, and need the potential that Blender offers in terms of customisation. I'm loving where it is heading atm.
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