Hello, Lynx3D works on a new branch of yafray : Yafaray
After some talking with Lynx3D, I finally arrived to have a windows compilation.
There is no installer, you have to create a key in the registry.
extract the archive in the blender 2.42a directory, you will have blender4yafaray.exe and a new directory yafaray.
Open regedit and go to:
HKEY_LOCAL_MACHINE\SOFTWARE
Now 2 possibilities :
you don’t have yafray installed from yafray installer:
Right click on Software and do New, key (I have a french regedit, I think the menu says new and key) and call the new key YafRay Team now go to the explication below.
you have yafray installed from yafray installer or you add manually the key Yafray Team
you have the key YafRay Team, click right button on it and do New, key , call the new key Yafaray
Select Yafaray and in the right window click right button and do New, String value, call the new key InstallDir double click on it and put the directory where you have the 2 plugins yafarayplugin.dll and yafraycore.dll
My key in the registry is (you can save this in yafaray.reg, changing my directory (with \ instead of ) and merge it:
The functionality of the “blenderMat_t” (which is not really blender-specific at all so far) didn’t change by that, just moved code to an abstract base class.
You may know that the old shader system had nodes even long before blender had. However, the system was not quite as sophisticated as blender’s node system, it would just recursively execute the nodes from the root, and if a node is used for 5 inputs it gets calculated 5 times.
I lend some ideas from blender’s nodes, but they’re still quite a bit simpler, but i want to keep it compact for now.
I am indeed currently investigating how to access blenders nodes, but due to the limitations of my nodes concept, definitely not every shader network will just be translatable to yafray.
In general:
my nodes by definition have exactly one output. While that doesn’t affect possibilities much, it prevents a 1:1 mapping to blender nodes, you’d have to “split” nodes with multiple outputs.
the root is by definition exactly one material, not an “output” node.
Can I suggest including some missage that identifies Yaf(a)ray as the render engine working? In the console windows I mean, while rendering… to provide some ‘situational awareness’ to yafaray users. ‘yafaray experimental’ or something like this
Second, in the WIN instalation, in the installation process, I suggest give some hints about how to actually launch both a Yaf(a)ray render or a Yafray render from Blender, once yaf(a)ray is installed, and repeat that info on in new WIN compilation posts, to make thinks easier to new WIN testers.
I remove XML button and put two buttons : Yafray and Yafaray. Note: Uninstall last Yafaray if you have one, I will look into Inno setup to make automatic uninstall/install.
Yet more change of class hierarchy…
textureImage_t now is an abstract base class whose factory decides which
kind of texture is actually needed. RGBE textures now also use the
interpolation code of image texture. However the exposure adjust is dead
currently…
Oh and don’t forget to delete the old rgbe_texture plugin before
installing this revision.
Fixed some some desctructor related bug with the last hierarchy change
Added some more modes to the mix node (9 in total now, copied from
blender )
exporter update
changes throughout the whole export files this time, albeit with little
effect to functionality…in theory it’s even faster now.
totally forgot the UVs still got exported flipped in v-direction.
added first try at exporting shader nodes (which cause those changes),
but to be actually usefull, blender really should have proper mapping
within texture nodes…lot of guesstimating here.