These notes are a quick overview of Yafray ‘new’ capabilities. Besides, in them we are also trying to explain how Blender parameters are translated into Yafray XML files, and which ones are the YafRay features that can be only accessed by XML editing.
We hope you like them.
Claus Andersen and Alvaro Luna
PD: We’ve opened a discussion thread in YafRay forums specific about XML tuning: YafRay XML Tuning Workshop
Concise yet detailed, easy to read, excellent examples, and thorough. That is a great document. It was a pleasure to read, and I thank you for the effort!
I’m one (of probably many) of those who has always wanted to dig deeper into the Yafray-Blender connection. But, so far it’s always seemed like a bit of a mysterious occult art to me.
Thank you for clearing up the fog, and writing a very accessible piece of documentation. I really like the organisation of this. It’s not too hand-holding like some serious manuals and it’s not as cryptic as some renderer docs out there.
nice feature list, this really makes me want to get into it.
i have always put off really using Yafray because of my time contraints, but now with the glass features the way they are, i will look at using it for my industrial design renders.
hey Alvaro
good to see you guys back in action, I always believed yaf was the only OSS renderer that was gonna give a run for the money to the biggies. And now that you peps are back, we have can hope for some enhancements like mentioned
(cant wait to try this)
Great work, thank you very much! It’s good to have a new, reliable source for yafray informations as I always had to experiment a lot to get the results that I wanted. That should change now
If they could have close to full support of blender procedurals, get good correct SSS ready and have support for the upcoming nodes system I could find it a lot more attractive. Though the reason I still use Blender internal is because it can render things Yafray can’t as of now like particles. If it can do particles along with the above I may find good reason to use it often. Though now I could see the supposed stuff that delayed Yafray so long is complete, and faster rendering as i’ve read here before, also makes it soon to be very attractive.
But they’re going to have to put in support for nodes if you want to use the power of them for Yafray rendering by the time 2.42 comes out and I haven’t seen anything about support for particles/hair/fur.
I do know they have support for most procedural textures, but when it comes to the particle system and the node system I haven’t seen anything.
Perhaps in a release or two it may look attractive enough to use as in they get more correct SSS in and maybe the node system for 2.42 and not to mention hair and particles. As I would like these in Yafray before having any serious use with it (and fog start settings for hiding edges that signal the end of the scene but they did say they didn’t have much time)
I guess it was pending. So, this document is not the current state of Yafray, but the commitments for the 0.0.7 -> 0.0.8 version? Impressive, very impressive. I should have paid a serious look sooner at Yafray
I’ll have some free time early June. I’ll certainly try something, then And perhaps sooner, but I can’t promise as I’m very busy for now.
olivS: exactly - I get why it could be confusing since it is out 1 year after the 0.0.8 release
Henrymop: Samo and I aren’t Yafray developers, we did this to contribute in our own way. Afaik there isn’t much development going on a the moment but Lynx is however comitting some code - optimizations and such. Check it out here: http://www.yafray.org/forum/viewtopic.php?t=771
And report back to him
The internal shader structure of Yafray is actually node based since ages…only there’s still no proper blender API so people not 100% involved in blender development can’t really create export code in reasonable or update features between blender releases…