This page attempts to explain what all the buttons and spinners on this tool can do.
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Rollout: Global Illumination (GI)This section controls the advanced rendering features of yafray. These features are generally very slow to render, however, they also offer the most realistic lighting. These options are quite hard to tune, especially for a novice. Hemilight - A very simple method of GI, it ignores the surface properties of objects in the scene and instead only calculates whether a given point is in shadow or not. Samples reflects how many passes to do with the hemilight, lower values render faster but produce very noisy images. Higher values equal higher quality. 20-30 is decent for test renders, 100 or so is sufficient for final renders. Pathlight - The "big boy" version of GI. This light system takes light/color information from the background and any objects the ray of light hits on it's way through the scene, and "deposits" that color on any surfaces it encounters. Using this alone does NOT tend to illuminate the full scene.
Global Photon Light - A close buddy of the Pathlight. For the most part, if you use one, you will want to use the other. What this does is shoots rays of light from all the source in your image, producing shadows and delivering indirect light to unlit surfaces. This is what lights your scene.. the Pathlight is used to calculate coloring.
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2D Filters2D Filters are "post-processing", in that they take the resulting render and run the filter before saving the file. The downside to this is that the filter may not be suitable for the scene because it has no knowledge of the depth. The upside is that it's fast, and in situations that it works looks pretty decent. The Depth of Field filter tries to emulate a camera, causing nearby or faraway objects to be blurry, or both. What this results in in practice is that the bottom of the image is taken to be "near" and the top is "far".
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BackgroundsBackgrounds are analogous to "skyboxes" used in most 3d games. That is, it is an image or color wrapped around the world giving the illusion of a sky without requiring models to show it. The main difference for rendering software is that they use backgrounds to supply environmental lighting. The effect this will have on a scene is it lends subtle shading on objects that give a much more realistic appearance. On shiny objects, the background can be directly reflected which has a similar influence on the realism. Image - Allows you to select an image (TGA or JPG format) to use as the background. It is wrapped around the scene as a sphere. The Power spinner controls the brightness of the image in the scene. Constant - Sets a constant single shade of the chosen color as the background. |
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RenderingThis rollout controls a few of the global options for the final render, stuff that doesn't fit specifically in any other group.
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The Yafray MaterialWith v09 of my exporter script, I created a material plugin for gmax that offers a streamlined interface into configuring shaders for yafray. Old scenes should still export like they used to, I have maintained the backwards compatiability, however this new material is now the "supported" option because it gives a much more straightforward translation from gmax to yafray. Once the script is installed and you press the "New" button in the material editor, there will be an option for the Yafray Material. Once you select that you should see a scene that looks like the image on the left there. Base Properties - These settings control basic features of the shader, from the color, to more advanced features like shinyness and transparency. Each field has a label for what the associated color picker controls, and a checkbox. The checkbox controls wether that feature is exported to be rendered.
Textures allow you to apply various maps to the object. Each map has a checkbox enabling or disabling that texture, a spinner for controlling how strongly to apply the texture, and a button that will allow you to specify which image to use. |