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Thread: Getting started with Yafaray render engine

  1. #1
    Member Odilkhan Yakubov's Avatar
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    Getting started with Yafaray render engine

    Hi there. As we know all about this powerful production-ready, fastest renderer in own way, just not saying more and take our aim into the topic of this thread. The aim is not propogande, but the aim is discussion and share our knowledge or something said as "skills ".
    Ok, so, if you have the scene which was finished exactly for Yafaray or would like to litting to it, so, please, share your scenes, portfolios, renders or useful manuals or something similar. I think this thread will be "FAQ" to new users or for "advanced users". Please, keep alive and help to Yafaray be alive!
    With best wishes,
    Odilkhan.



  2. #2
    Member Joel_nl's Avatar
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    Yafaray doesnt have a forum of their own?
    Resistance is a symptom of the way things are. Not the way things necessarily should be.
    Actual victory belongs to things that simply do not see failure.



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  4. #4
    Member Odilkhan Yakubov's Avatar
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    All of this has in the YF, but there are just a few people which is posting something new than BA community.



  5. #5
    Member Odilkhan Yakubov's Avatar
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    Are there nobody interesting? come on!



  6. #6
    Originally Posted by Odilkhan Yakubov View Post
    Are there nobody interesting? come on!
    Well, where are yours?



  7. #7
    Member m9105826's Avatar
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    Sorry to disappoint, but Yafaray isn't a terribly popular renderer. Development has been quite slow in the past few years, integration has been a bit sub-par, and it can be a bit esoteric in terms of scene and material setup. I think you'd be lucky to find two or three artists here who have taken a scene or project to completion with it.
    Long time 3D artist and member of the official Cycles Artists Module
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  8. #8
    Member Odilkhan Yakubov's Avatar
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    Hi again. I know, but as V-Ray for Blender developer (Andrei Izrantcev) said sometimes ago: "Best tool is which you can understand it and using, not new one". So, this tool maybe in low priority to anyone, but anyway, i think we tooken it



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  10. #10
    Member Odilkhan Yakubov's Avatar
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    I don't know that. It can be just by developers (e.g. David Bluecame).



  11. #11
    Originally Posted by carlosan View Post
    How is the implementation of PBGI in Yafaray ?

    I found some articles about PBGI implementation in YR
    https://github.com/bertbuchholz/PBGI/blob/master/CMakeConfig/CPackConfig.txt
    Yafaray is opensource. So any developer who wants to play with its code can try to add PBGI.
    It does not mean that we have heard of that or that he even tries to promote his tests.

    These links are bugreports about Blender 2.5x versions.
    They are about Blender Internal's Indirect lighting.
    Brecht is just trying to explain that Blender Internal's Indirect Lighting is older than PBGI and there is no reason to expect same result from Blender Internal.
    He just mentioned Cycles to say that it will have a better Indirect lighting than Blender Internal.
    It does not mean that Brecht had intentions to add PBGI to Cycles.
    It is not related to Cycles.

    PBGI was a try to render fast but it never was simple to set-up for user.
    It is the reason why pathtracing (easy to set-up and better quality) is more popular.

    Nowadays, that people are more numerous to consider Real Time rendering as a valuable solution. PBGI is revived.



  12. #12
    the best thing for yafora is to make an exporter for Anim8or.



  13. #13
    Donating Member Alvaro's Avatar
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    Getting started with YafaRay or another render engine for that matter means reading documentation first and the YafaRay project is well documented from users perspective except from the multipass rendering part rencently added by David. I believe it is not difficult to get good results from the start as long as you know what you are doing. There is not esoteric or obscure settings, we use the same algorithms than other engines and our material and texturing workflow comes directly from Blender internal. Lack of better integration is not our fault, Blender render pipeline makes difficult integrating any external engine. For instance, it is imposible to get Blender doing something as simple and logical as this. I have completed dozens of professional projects with YafaRay and keep doing so right now. Even more important, I think that in the YafaRay project we have clear ideas about how to improve YafaRay in the future.



  14. #14
    Member Odilkhan Yakubov's Avatar
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    Ok, so, what do you recommend to us? Closing thread?



  15. #15
    Originally Posted by Odilkhan Yakubov View Post
    Ok, so, what do you recommend to us? Closing thread?
    He is recommending studying the documentation and gaining experience with the software.



  16. #16
    Member Ace Dragon's Avatar
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    Okay, so Yafaray is still seeing at least some development (noting David Bluecame's work), but someone checking up on the project is not going to know that when considering how outdated the website is (not only does it give the impression of very little updating, but some pages look outright neglected).

    I know the Yafaray fans get tired of hearing allegations that their chosen engine is largely a dead project, but the aging website is not helping to dispel that in the least (and their community forum isn't exactly booming with activity either).

    Now I do admit that Yafaray can be a decent solution in a number of cases (noting the work of the few who use it), but please note the slow development and the fact that you will have to fake various effects that you get out of the box in other engines (like SSS).
    Last edited by Ace Dragon; 21-Jan-17 at 15:27.
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  17. #17
    Member Odilkhan Yakubov's Avatar
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    Ok to all



  18. #18
    Member m9105826's Avatar
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    Claiming that the system isn't esoteric or confusing, and then saying that the material system is based on BI are two very different statements. The rendering world as a whole has very purposefully moved away from BI-style scene setup and material creation for that exact reason.
    Long time 3D artist and member of the official Cycles Artists Module
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  19. #19
    Donating Member Alvaro's Avatar
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    Well in fact YafaRay materials is also a nodes based system and uses phisically based rendering since it was one of the first engines to use PBRT tech. Many things people started to use with Cycles, Substance or Marmoset are old news to us.

    nodes.jpg

    Corona or Marmoset success also show that you don't need a GPU pathtracer or a nodes based material system to produce fast good work. We are thinking about implementing OSL, maybe this way we will have access to Blender nodes editor. It is quite sad that we can not import a simple texture input from Cycles.



  20. #20
    Donating Member Alvaro's Avatar
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    Originally Posted by Ace Dragon View Post
    Okay, so Yafaray is still seeing at least some development (noting David Bluecame's work), but someone checking up on the project is not going to know that when considering how outdated the website is (not only does it give the impression of very little updating, but some pages look outright neglected).

    I know the Yafaray fans get tired of hearing allegations that their chosen engine is largely a dead project, but the aging website is not helping to dispel that in the least (and their community forum isn't exactly booming with activity either).

    Now I do admit that Yafaray can be a decent solution in a number of cases (noting the work of the few who use it), but please note the slow development and the fact that you will have to fake various effects that you get out of the box in other engines (like SSS).
    http://www.yafaray.org/community/for...hp?f=14&t=2455



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