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The document provides information about installing and using YafaRay, an open source ray tracing render engine that works as a plugin for Blender. It discusses downloading YafaRay for different platforms and asking questions in the forum. It outlines the general workflow of installing YafaRay, launching the settings interface in Blender, rendering and viewing images. It also provides notes for installing YafaRay on Windows and OSX and mentions Debian packages for Ubuntu.
The document provides information about installing and using YafaRay, an open source ray tracing render engine that works as a plugin for Blender. It discusses downloading YafaRay for different platforms and asking questions in the forum. It outlines the general workflow of installing YafaRay, launching the settings interface in Blender, rendering and viewing images. It also provides notes for installing YafaRay on Windows and OSX and mentions Debian packages for Ubuntu.
The document provides information about installing and using YafaRay, an open source ray tracing render engine that works as a plugin for Blender. It discusses downloading YafaRay for different platforms and asking questions in the forum. It outlines the general workflow of installing YafaRay, launching the settings interface in Blender, rendering and viewing images. It also provides notes for installing YafaRay on Windows and OSX and mentions Debian packages for Ubuntu.
Downloads for various platforms are available on our Downloads Page.
Please open a thread in the forum section if you have any question about the YafaRay installation. Table of Contents: User Prerequisites. General Workflow. Windows Installer Notes. OSX Installation Notes for YafaRay 0.1.1. Debian packages for Ubuntu. User Prerequisites. It is good to have some previous knowledge about Blender before taking on YafaRay. It will be particularly useful to know about Blenders interface arrangement! Blender lighting features! Blender te"turing workflow and general scene handling. #ome background on basic lighting $ shading techniques will be very helpful to get good results with YafaRay as well. General Workflow YafaRay works with any Blender official release from blender.org. YafaRay uses a python%coded settings interface to set up lighting! shading and rendering parameters. &nce YafaRay is correctly installed! the settings interface can be launched by an item automatically added in the Blender Render menu! called YafaRay Exort. Divide your 'Dwindows and click on the menu item.
(o launch rendering! you must use the new RE!"ER buttons in the settings interface. ) separated window will pop up displaying the render progress as it was with the old versions. In this separated interface you can view and save your images. #ome more features are planned and if you have ideas! let us know *or send patches ...+.
You can try some e"ample scenes from here, http,--www.yafaray.org-download-e"amples (he render ./I will block Blender as long as its open. #o you must close the ./I in order to continue with Blender. Remember to save your render in your hard disk before closing the render ./I. You can enable as well Autosave button in the Settings section so the render is automatically saved in your hard disk. (he render will be saved in the same folder than the Blender scene file. (here is no way of 0reopening0 the ./I with the last rendered image. If you close the window! the rendered image is gone. 1ore information about using YafaRay here. Windows Installer notes. (he installer has been tested and should work alright. If you e"perience any problems! please tell us right away2. 3irst of all! for everything to work correctly! Pyt#on $.%.$ must be installed. If Python has been correctly installed! you will get a missage in Blender back terminal! saying &C#e'kin( for installed Pyt#on) (ot it*& Blender should be already installed in your system and you should close Blender if open before installing YafaRay. (he installation proccess is pretty straightforward! 4ust follow on%screen instructions. If YafaRay has been correctly installed! you will get a new item in Blender Render menu! called YafaRay Export. /se it to launch the YafaRay settings panel! as e"plained in .eneral 5orkflow section. If you e"perience any problem! check this forum thread. +,- installation notes for YafaRay .././ (he install has been changed completely! to match the new structure of YafaRay, Re0o1e all old Pyt#on s'rits before you install. )ll YafaRay%Python%files are installed now in -usr-local-share-yafaray-blender. * all scripts and bindings! 67 files + YafaRay%libs are installed in, -usr-local-lib * as before + YafaRay%"ml is installed in, -usr-local-bin * as before + 8(%frameworks are installed in, -library-frameworks * as before + )fter the installation there will be only a symlinked yafaray2ui.y left either in #cripts% 3older or in Blender.app%package%scripts! depending on where you chose to install it. (his script now controls the whole 9"porter%functionality. "on3t worry it s#ows only . byte to be installed) it is 'aused by bein( only a sy0boli' link. (he installer searches for Blender in )pplications-Blender! only if found there! the 0Exorter456lender0%install is shown. If you have Blender in another location or renamed it! please revert this or choose 09"porter%:Python#cripts0%install. If a Python#cripts%folder is not present! it will be created by the installer. ;o need anymore to drag and drop anything. 7ust take your '#oi'e for exorter4lo'ation) t#ats all needed. Please read also the instructions whereas installing. (he renderparameter%overlay should now show, YafaRay 7.6.6 222 In terminal, yafaray%"ml %v should too show, YafaRay 7.6.6 222 Install YafaRay%installer as usual. /sed as an update! it only updates outdated components. You can skip 8( if you already have 8( <." or higher installed or want to hold another version. 8(%<.=.6 is bundled with the install! but all 8(%versions <." should work too. If you never used e"ternal scripts before! make sure to set the pythonscripts%path in blender% preferences. ;o further installs needed 1ake sure you use a Blender compiled with Python >.= *called 0custom0 at blender.org-downloads+ Important, YafaRay is compiled against Python >.=.6%)pple! the pre%installed one2 Dont install any other Python%version. (his could break functionality. (he tested configuration is using the preinstalled Python >.=.6%)pple on &#? 67.=." *resides in #ystem-@ibrary-3rameworks+ and the Blender compiled with Python >.= 0custom0! too2 &ther combinations may not work. .reetA...Bens "ebian a'ka(es for Ubuntu. /ninstall previous versions before installing YafaRay. If the e"port script doesnt appear on render menu! refresh scripts in the user preferences of Blender. )ll dependencies should be set properly! so the installation may prompt you that additional packages from /buntu repository which will have to be installed. W#at is YafaRay Table of Contents: 5hat YafaRay is. YafaRay Features. Project History. W#at YafaRay is.
YafaRay logo, created by Javier Galn Rico in 200! YafaRay is an open source raytracing render engine. )s an open source pro4ect! users and developers have free access to the source code and it is free! as in free speech. Ray tracing is a rendering technique for generating an image by tracing the path of light through the 'D scene. (his technique tries to reproduce the natural behaviour of light and its particular effects on surfaces! such as reflection and refraction! caustics and indirect lighting. YafaRay works as a render engine. )n engine consists of a faceless computer program that interacts with a host 'D application to provide very specific raytracing capabilties 0on demand0. Blender 'D is the host application of YafaRay. By using python scripts! YafaRay takes advantage of the new ID Property mechanism of Blender to retrieve most of the scene data! without adding any custom code to Blender. &ther specific parameters are set up by a python%coded settings interface used from Blender. YafaRay 8eatures. YafaRay main features are, @ights, point spot light area light *rectangular! or parallelogram actually+ mesh light *uses a triangle mesh as light source+ sphere light directional *with optional radius+ sunlight *basically a directional with incoming direction sampled from a cone+ environment light *background+! with importance sampling for efficient image% based lighting *even without .I+ 1aterials, 1ultiple materials for a mesh. basic diffuse w. specular reflection! transparency and translucency! support for shader nodes on various properties diffuseCglossy material *)shikhmin$#hirley+! Blinn or anisotropic microfacet distribution w. fresnel effect shader nodes support on diffuseCglossy color! glossiness and bump coated version of the above mentioned! adding specular reflection with fresnel effect *dielectric+ basic glass *dielectric+ material! with fresnel! filter! absorption and dispersion. emit material e"port of blenders te"ture layers as shader nodes blend material! using a blend value or a te"ture map. 1apping, 1ultiple te"tures for a shader. /D coordinates. 3lat! cube! tube! sphere in global and relative coordinates. Blending modes. #tencil. (e"tures, Basic image te"tures *tga! 4peg! png! e"r! hdr+! Procedural te"tures, cloud! marble! wood! voronoi! musgrave! distorted noise and 0R.B%cube0. Backgrounds, Eonstant. #unsky generator with sun light and sky light. (e"ture! Image%based @ighting. #imple gradient. Eameras, Perspective camera with raytraced Do3. )rchitect with raytraced D&3. &rthographic camera. )ngular camera. #urface integrators, direct lighting with support for ambient occlusion and caustic photon maps path tracing photon mapping with final gather bi%directional path tracing Dolume integrator Dolume rendering. )ntialiasing, adaptive *simple color threshold based+ variable siAe reconstruction filters *bo"! gauss and mitchell%netravali currently+ (ransparent shadows. 1ultithreaded rendering passes and radiance map creation. Basic ?1@ writing and reading *using lib?1@+ for scenes *see YafaRay?1@ for specifications+. Plugin based. Pro9e't :istory
(he YafRay *Yet )nother 3ree Raytracer+ pro4ect was started in >776 by )le4andro Eonty 9stFveA! and the first public release was in Buly >77>. (hese are Bandros recollections from those years, http,--www.blender.org-documentation-htmlI-c6>>' =.html By request from the Blender Eommunity! YafRay was added as a Blender plugin from the >.'< release on! in )ugust >77<. )le4andro de .reef *eeshlo+ coded most of the features in the late YafRay releases. )t that time it was already evident that a code rewriting was necessary in order to add new advanced features to YafRay. (he last YafRay release was the 7.7.G version in #ummer >77H. &ne of the first YafRay renders by 7andro! >776 "Above#
YafaRay is the result of rewriting the YafRay source code from scratch. 1athias 5ein *@yn"+ started to work on the new engine in December >77=. )s a result of the rewriting and to make people aware that it was actually a completely new engine! the YafRay name was changed into YafaRay. ;obody knows for sure what the added a stands for. &ne of the first YafaRay renders by ;yxn<"! Table of Contents: YafaRay settings UI introduction and Render Buttons. Render Output Windows. Blender settings supported. Render Windows Settings. Tone mapping. YafaRay settin(s UI introdu'tion and Render buttons. Once everything is installed, a special entry is added in the Blender Render menu, called YafaRay Export 0.0.3, which automatically executes the YafaRay User Interface (UI) inside a Blender 3DWindows. Split your 3DWindows and click on YafaRay Export 0.0.3 Note: Here you can learn how to split the Blender 3DWindows: The YafaRay User Interface (UI) will be shown, which is divided into: 1. Three function buttons which are Render, Render Anim and Render View. 2. Three main sections of settings which are Object/Light/Camera, Material, World and Settings. R E N D E R: Launches the scene rendering in a separate Render Output Window on which the render progress can be seen. Use the Render Output Window settings to save your image. Once the render is finished or stopped, the Render Output Window must be closed before coming back to Blender. Don't forget to save your render. Render anim: renders the frames set in Blender, using the Blender active camera. Frames are saved in Blender output dir. Use the first textbox ("Directory/name") in the F10 "Output" panel to determine where to output the animation frames. It also uses the '#' character in the Blender input field to enumerate frames. If this box is empty, the Render directory in the Blender Preferences is used. Render view: renders the Blender active 3DWindows. Objects: The script takes the current Blender selected and active object and gives it custom YafaRay properties, depending on the object selected (camera, light or object). Lights and camera settings in the YafaRay UI script replace almost all Blender settings. Material: The script takes Blender defined materials and applies them custom YafaRay material properties. World: background settings and volumetric integrators. Settings: This section is used to choose a lighting method and to configure render general parameters and render anti-aliasing. You can scroll the settings UI up and down by holding down the mouse scroll wheel while moving the mouse on the interface. Render +utut Window The render output is handled in a separated window from Blender. This render window appears when the rendering process is launched from the settings UI. The render window includes options and parameters to save renders. The render window will block Blender as long as it's open. You must close the it in order to continue working with Blender. Remember to save your render in your hard disk before closing. 6lender Render ,ettin(s ,uorted Render resolution is pre-configured in Blender, as well as the frame output. These are the Blender render settings that will be taken into account when rendering with YafaRay (in green): Ouput panel: Button to set output directory for frames Render panel: Buttons to set a relative render size and Border button (Shift+B), for previews. Anim panel: start frame, end frame Format panel: Buttons to set image size Render +utut Window ,ettin(s. The Render Output Window is an external application to Blender in which YafaRay renders are viewed and saved. Settings in this external application are: Render!: Renders the current scene again. Use this button to render a scene loaded in YafaRay XML format. Cancel: Cancels the render in progress. Use Alpha: When enabled, images are saved with RGB and alpha data instead of background, if the file format supports it (PNG). Close: Closes the Render Output Window and returns to Blender. When the the window is closed, the rendered image is gone unless it is saved. File, Open: Loads a YafaRay scene in XML format. Scenes can be saved in the YafaRay XML format by using the Output to XML button in the 'Settings' section (UI). File, Quit: Quits the Render Output Window and returns to Blender. Image, Save As: Saves the current render as an image file, using the supported formats, which are BMP, PNG and EXR. Image, Zoom In: to zoom in details in a render. You can use + in your keyboard as well. Image, Zoom Out: zooms out for a full view. You can use - in your keyboard as well. Tone 0ain(. Renders can be saved (save as) using a high dynamic range format (EXR). The aim of this feature is to perform tone mapping operations on the High Dynamic Range (HDR) of the image. Some ideas about this option: YafaRay always works internally using high dynamic range, which means that it produces a range of colors and luminance more according with the human eye. The colors you see on display are only a limited part of the colors YafaRay has calculated for a given render. This is true for most raytracers. This extra range cannot be stored using 8-bits file formats (bmp, jpg, png). EXR is a high dynamic range imaging image file format, released as an open standard by Industrial Light and Magic (ILM) and released under a free software license. It is notable for supporting 16-bits-per-channel. EXR allows for a dynamic range of over thirty stops of exposure. Many common post processing operations like gamma correction, saturation or brightness & contrast are gamma-destructive, because results in such operations can be only approximated or the destination value does not exist because it is out of range. This is particularly true when editing 8-bits formats such as JPG. Tone mapping is a technique to approximate the appearance of high dynamic range images with a more limited dynamic range. With tone mapping, you can choose a mood for your renders from the full range of colors YafaRay is able to calculate. The Exposure control in the old YafRay 009 was in fact a tone mapping control. It is a good idea saving always a EXR version of your render, along with the 8-bits version. By using HDR, you can perform these operations without destroying image data. Apart from exposure, tone mapping filters allow for other interesting operations, such as saturation control, brightness & contrast controls, chromatic and light adaptation, etc. At the moment we don't have implemented any tonemapping filter in YafaRay, although it is a planned feature. We would like to recommend QTpfsgui for tonemapping operations on your HDR renders: http://qtpfsgui.sourceforge.net/ The correct workflow in qtpfsgui is tone mapping on the linear HDR render, which means that the Pre Tone mapping gamma adjustment should be 1 / YafaRay Output Gamma. This will produce better colors and a more consistent contrast. This is a table for tonemapping Pre gamma values: YafaRay Output Gamma qtpfsgui HDRI display qtpfsgui Pre Gamma 1.8 Linear 0.5555 2.2 Linear 0.4545 This a comparison between a YafaRay original render (left), and its tone mapped versions (right), using Reinhard 2005. Scene by Kronos: +b9e'ts) ;i(#ts and Ca0era settin(s Table of Contents: &b4ect! @ights! and Eamera settings introduction. Object (meshlight). Lights. Point and Sphere. Directional and Sun. Area. Spot Camera settings. Architect / DOF. Angular. Orthogonal. Perspective / DOF. +b9e't) ;i(#ts) and Ca0era settin(s. In general! settings under this section of the YafaRay /I are used to give specific YafaRay properties to light sources and cameras in the Blender 'D scene. &nly a limited number of Blender settings are taken into account by YafaRay. (he general workflow is, 6. Ereate or select an e"isting ob4ect *camera! light or mesh+. >. .ive it YafaRay specific settings. +b9e't =0es#li(#t>. 5ith this feature! ob4ects in the scene can act as area light sources. (he soft shadows produced by area lights need to be sampled several times and later interpolated to reduce noise. (his type of light takes more time to render in contrast with point light types such as spot and point. 3irst of all! you must select the mesh you want it to act as a light source. (hen you must click on the $b%ect&'ig(t&)a*era main button. 3inally you must activate the Enable +es(lig(t button. (o change the light color! 4ust click on the rectangle ne"t to 1eshlight color to open a Eolor Picker.
+es(lig(t color rectangle, opens a Eolor Picker. ,o-er, intensity multiplier for meshlight color. .ouble Sided, considers both sides of the mesh as arealight sources. Sa*ples, defines the amount of samples taken to calculate the soft shadows. (he more samples! the less noisy the shadows but the longer it will take to render. (he total amount of light sampling depends as well on the anti%aliasing settings! as e"plained in this section. 9"ample of 1eshlight. Related articles, 3irst anti%aliasing pass. .lossy reflection sampling. &ther area light types, #pherelight. )realight. ;i(#ts. @ights settings are mostly controlled by the YafaRay /I. In Blender! the only actions required are placing lights and choosing a Blender light type. )realight siAe and spot beam parameters are controlled in Blender panels though. In YafaRay! lighting power is controlled by a couple of settings *)olor and ,o-er+ available in the python /I for every light type! therefore the Blender .istance and Energy buttons dont have any effect in YafaRay. &nce a light is placed and its type defined in Blender! select it and press $b%ect&'ig(t&)a*era main button. (he python /I will automatically change to show specific settings for the type of light selected. It you want to change a light to another type! you have to change it in Blender first. Point and ,#ere. 5hen you create or select a 'a*p light in the Blender /.0indo-s! the python /I will let you choose between two options to do this kind of 4ob! Point and #phere. ) Point light is a typical omni directional point light source as in Blender Internal with hard shadows! while a #phere light is a spherical area light source which can produce soft shadows. (he Sp(ere light settings are,
'ig(t color rectangle, opens a Eolor Picker. ,o-er, intensity multiplier for light color. Radius, sets the radius of the #phere light in Blender units. +a1e lig(t visible, area light gets rendered visibly. Sa*ples, defines the amount of samples taken to calculate the soft shadows. (he more samples! the less noisy the shadows but the longer it will take to render. (he total amount of light sampling depends as well on the anti% aliasing settings! as e"plained in this section. Eomparison between point light *left+ and spherelight *right+. ;otice the different shadows. Related articles, 3irst anti%aliasing pass. .lossy reflection sampling. &ther area light types, )realight. 1eshlight. "ire'tional and ,un. 5hen you create or select a #un light in the Blender 'D5indows! the YafaRay /I will let you choose between two kind of lights to do this kind of 4ob! Directional and #un. Directional light is a traditional sun light model which produces parallel rays and hard%edged shadows. 'ig(t color rectangle, opens a Eolor Picker. ,o-er, intensity multiplier for light color. 2nfinite, if enabled! area covered by the directional light is infinite. If disabled! light fills a semi%infinite cylinder. Radius, if infinite is disabled! radius of the semi%infinite cylinder for directional light. (he new YafaRay Sun light is a more advanced concept and will help us to get blurred%edged shadows when the shadow itself gets away from the casting ob4ect! as in real life. (he angle button sets the visible area of the sun. Real #un is visible in a cone angle of about 7!=I. ) bigger angle mean a bigger sun! as well as softer shadows! which could be interesting for dawn or sunset scenes. ) very big angle can be used to simulate sun light filtered by an overcast sky. 'ig(t color rectangle, opens a Eolor Picker. ,o-er, intensity multiplier for light color. Angle, visible siAe of the sun light. )ffects shadows. Sa*ples, it defines the amount of samples taken to calculate the soft shadows. (he more samples! the less noisy the shadows but the longer it will take to render. (he total amount of light sampling depends as well on the anti%aliasing settings! as e"plained in this section.
Eomparison between Directional *left+ and #un *right+. ;otice how! with a #un light! shadows get blurred as the distance with the casting ob4ect increases. ?rea. )realight is a area light type that can produce soft shadows and its shape can be seen in reflective surfaces. (he arealight shadows need to be sampled several times and interpolated to reduce noise. (his type of light takes more time to be computed in contrast with point light types such as spot and point.
(he area light siAe is controlled by the Si3e setting in the Blender @amp panel. (he rectangular shape option in that panel is not supported! although you can get a YafaRay rectangular arealight by scaling on axis in the /.0indo-s 5hen +a1e lig(t visible is enabled! a rectangle in the siAe of the area light is generated! so that the area light gets rendered visibly. 1ore lighting power is added as well to the scene. 5hen photon mapping is enabled! arealights cast photons. (he +a1e lig(t visible option only makes the arealight visible from the camera and in reflective surfaces. 5hen pathtracing is used! the +a1e lig(t visible option also creates caustics paths! although there e"ist an option to not trace caustics paths with path tracing as they tend to be e"tremely noisy *none option in Pathtracing settings! see =.6.6+. 'ig(t color rectangle, opens a Eolor Picker. ,o-er, intensity multiplier for arealight color. +a1e lig(t visible, area light gets rendered visibly. Sa*ples, defines the amount of samples taken to calculate the soft shadows. (he more samples! the less noisy the shadows but the longer it will take to render. (he total amount of light sampling depends as well on the anti%aliasing settings! as e"plained in this section. Related articles, 3irst anti%aliasing pass. .lossy reflection sampling. &ther area light types, #pherelight. 1eshlight. ,ot. #pot is a common point light with directional properties. 'ig(t color and ,o-er settings work like in the other light types. Beam properties are defined in Blender panels *light select. $ 3=+ by SpotSi and Spot4l sliders,
Ca0era settin(s. 3irst a camera should be created or e"ist in your scene. @ens angle and ortho scale must be configured in the Blender )a*era panel *3G+. (hen select the camera and press $b%ect&'ig(t&)a*era main button. (he python /I will automatically change to show specific camera settings. (here are four camera types in YafaRay, )rchitect! )ngular! &rthogonal and Perspective. ?r'#ite't@ "+8. (his camera type works like a Perspective camera type! the only difference is that the vertical component of the perspective effect is neglected! so scene vertical lines are not convergent. Depth of 3ield settings are available for this camera typeJ however! D&3 settings are e"plained in the Perse'ti1e@"+8 section.
Eomparison between Perspective *left+ and )rchitect camera *right+. ;otice the lack of vertical convergence in the )rchitect camera. #cene by Kronos ?n(ular. ) camera type useful to produce up to 6L7 degree panoramas! like the ones produced by fish eye cameras. )lternatively this camera type can be used to create a nice perspective distortion in your renders. Results with this camera type are controlled by two factors, distance to the sub4ect and angle of view. )ngle of view of a camera +irrored, 1irrors the render in the " direction! as the reflections on a light probe. Angle, MoriAontal opening angle of the camera! takes into account camera aspect ratio to calculate the vertical opening. )ircular, Ereates a circular render and shades areas outside. +ax Angle, Diagonal opening of the circular render. 9"ample of an angular camera! used to create perspective distortion. #cene by Gabi'#, +rt#o(onal. ) camera type that renders an orthographic *perpendicular+ pro4ection of the scene! without perspective effects. Eamera only setting is, ,'ale, #pecify the scale of the ortho camera! to control camera Aoom. Eomparison between perspective camera *left+ and ortho camera *right+. Perse'ti1e @ "+8. Perspective is the standard camera mode that simulates a lenses photographic camera with perspective effects. )ll settings available for this camera type are used to enable and configure the depth of field *D&3+ effect. (he depth of field is the distance that ob4ects appear in focus. D&3 settings are, 6oke# tye, controls the shape of out of focus points when rendering with depth of field enabled *blur disk+. (his is mostly visible on very out of focus highlights in the image. (here are currently seven types to choose from. 6oke# rotation, rotation of the blur disk. ?erture, (he siAe of the aperture determines how blurred the out%of%focus ob4ects will be. ) rule of thumb is to keep it between 7.677 and 7.=77 *7 disables D&3+. 6oke# bias, controls the accentuation of the blur disk. (hree types available! uniform! center or edge! with uniform the default. "+8 distan'e, set the focal point in which ob4ects will be in focus. +b9, 9nter the name of the Blender ob4ect that should be the focal point. Cal'ulate distan'e, it calculates the distance between the ob4ect entered in &b4 and the camera! and writes this value in the D&3 distance button. (he "+8 effect depends also on the render anti aliasing settings to get a nice blurred effect. 3irst of all it is recommended to lower )) threshold a bit! but not set it to totally Aero. #etting a high number of )) passes is also not really going to make all that much difference! the main smoothness factor that makes the most difference is really the amount of )) samples. ) single pass with a high number of samples may be sufficient. Texture Inut Table of Contents: (e"ture mapping *introduction+ Image Texture Input Object Mapping Stencil Blending modes Procedural textures Noise Basis Clouds Marble Wood Musgrave Voronoi Distorted Noise Texture Aain( &ne of the main points of the old YafRay was the close support of Blender te"turing features! and YafaRay keeps this tradition. YafaRay relies on Blender panels to setup te"turing parameters. In general! YafaRay supports, 1any of the settings in the Blender Texture buttons section *3H+ 1ost of the settings in the (e"ture! 1ap input and 1ap to panels in the Blender Aaterial buttons section *3=+. #ome of the Blender procedural te"ture types and their respective settings. 1ultiple te"ture channels for a material. 3or a detailed e"planation read on in the ne"t sections. I0a(e Texture Inut (e"ture input is done by selecting 2*age as a (e"ture (ype in the (e"ture panel and loading the image in the Image panel. You can use more than one te"ture channel in the (e"ture panel! each of them doing different 4obs. YafaRay supported formats are tga! 4peg! png! e"r! hdr. (his is an overview of supported settings in the (e"ture buttons section *3H+! in green color, Rot50, rotates the Image G7 degrees counterclockwise. 6seAlp(a, Renders the te"ture alpha channel as transparent *if e"ists+ )alcAlp(a, calculates alpha values from a R.B image! for mapping transparency and translucency in the shinydiffuse material. Extend, the colour of the edge is e"tended outside the image. )lip, an alpha value of 7.7 is returned outside the image. (his allows you to paste a small logo on a large ob4ect. )lipcube, outside a cube%shaped area around the image! an alpha value of 7.7 is returned. Repeat, (he image is repeated horiAontally and vertically as often as set in ?repeat and Yrepeat )(ec1er, a checkerboard is made. 1ortar governs the distance between the checkers. 7repeat, Yrepeat, sets a repetition multiplier in the corresponding direction. +ix 7, Y 8 +ax 7, Y, /se these to crop! or choose a portion of the te"ture. !ote: YafaRay can not load Blender encapsulated te"tures. If your Blender file has got encapsulated data! you must unpack first *3ile:9"ternal Data:/npack+. YafaRay will load te"tures from the created te"tures folder. During the rendering process! the Blender back console shows up messages when a te"ture image cant be loaded by YafaRay. Pay attention to them2 If your file is unpacked but YafaRay cant load te"tures! be sure that the path selected in the Image panel points to the actual location of the file in your MD. +b9e't Aain( In the Blender Aaterial buttons section *3=+! YafaRay supports only settings in the (e"ture! 1ap input and 1ap to panels. #ettings in the other panels are irrelevant to YafaRay. In general! YafaRay supports, 1ultiple te"ture channels #ome of the available coordinates for mapping. 3lat! Eube! (ube and #phere pro4ection. Eoodinates offset! scaling and transformation. (e"ture 1odulation modes! depending on material type. Inverse 1odulation of modes supported. Eomplementary modulation settings. #tencil. Blending modes. #upported settings in each Blender panel are *in green color+, 9exture c(annels, YafaRay supports multiple te"ture channels for a material. Blender principles are observed here, each channel can have its own individual mapping settings and the lower channel in the stack has got visibility priority over the upper one. 3or instance! a decal should be in a lower channel than a te"ture affecting the whole mesh. )lso a Blending mode in a channel affects to channels above in the stack. 1ore info about te"ture channels here. Global, the te"ture uses the scenes .lobal 'D coordinates $b%ect, /ses a child &b4ects te"ture space as source of coordinates. (he &b4ect name must be specified in the te"t button on the right. &ften used with 9mpty ob4ects. 6:, /D coordinates are used for te"turing. $rco, the te"ture uses the ob4ects local space. 0in, the te"ture uses the window coordinates. ;lat, )ube, 9ube, Sp(ere, pro4ection modes depending on the overall shape of the ob4ect. /se ;lat for /D mapping. ofs7, Y, <, moves the te"ture. si3e7, Y, <, scales the te"ture. 7, Y, < a"is, Re%orders the ?! Y and N coordinates. 1ore info about map input here. 9"ample of &rco mapping! which uses ob4ect coordinates. ;otice how the te"ture adapts to the ob4ects position and siAe. Besides! each ob4ect is using a suitable pro4ection mode! so each surface is perpendicularly mapped. +odulation *odes ")ol, =or, )sp, etc!#, the te"ture modulates the material property selected. 1odes supported depend on the YafaRay material used *see it in the materials modulation section+. ;egative toggle%mode is supported. 1ore than one modulation mode can be selectedJ in this case different material properties will be modulated with the same te"ture channel. Displacement mapping is only supported through mesh modifiers. 4lending *odes, Mow this channel interacts with other channels above it. #upported modes are mi"! add! multiply! substract! screen! difference! darken! lighten. Stencil, the te"ture is used as a mask for all following te"tures =eg, produces a negative of the te"ture. =o R4G, Eonverts a te"ture into a gradation! the two e"tremes of the gradation scale being 1aterial main color and color set in )olor S-atc(. )olor S-atc(, ) sort of a secondary color! to be mi"ed with 1aterial diffuse color for procedural te"tures and in the =o R4G feature. .var, default value for intensity%type te"tures. 2*pact sliders ")ol, =or, :ar, .isp#, the e"tent to which the te"ture affects the respective modulation mode. Related articles, Aaterial Aodulation. ,ten'il #tencil is a te"turing feature that allows for mi"ing two te"ture channels in a controlled way! by using an intermediate mask te"ture. (his feature can be used as well to set parts of a te"ture as invisible! by using a te"ture channel and a stencil channel below. Black value in the mask te"ture renders the above te"ture channel invisible. (his is an e"ample of a stencil setup. Below on the left there are the te"tures used! on the center the te"tures arrangement! and on the right there is the map to panel of the sten'il te"ture. ;otice the )ol! Stenci and =o RG4 buttons enabled. 3inally! the above render is what we get using this setup. Related articles, Aaterial Aodulation. 6lendin( 0odes 6lendin( 0odes are used to determine how two te"ture channels are blended into each other. (he default blend mode is 1i"! which is used to hide the upper channel with whatever is present in the lower channel *remember that in Blender! te"tures have higher visibility priority the lower they are in the channels stack+. Mowever! as each pi"el in a te"ture has a numerical representation! a large number of mathematical ways to blend two channels is possible. (his feature can be used to add comple"ity and richness to your te"turing works. #upported modes are mi"! add! multiply! substract! screen! difference! darken and lighten. 5e are going to blend two te"tures from urbandirty.com! on the left is the base te"ture! on the right the blend te"ture. Please look at them carefully. ?dd ) very basic blending mode. It simply adds pi"el values of one channel with the other *aCb+. In case of values above 6! white is displayed. (his mode is commutative *base and blend channels can be swapped+ ;otice how the black values in the blend te"ture dont affect the base te"ture! since aC7Oa ,ubtra't (his blend mode simply subtracts pi"el values of the base channel with the blend channel *a%b+. In case of negative values! black is displayed. ;otice how black values in the blend te"ture dont affect the base te"ture since a%7Oa! while white values produce a black result. Aultily 1ultiply is a basic blending mode for darkening areas of a te"ture. Pi"els from both channels are simply multiplied by each other. (his returns a darker result than both input parameters! e"cept if one of them equals to 6 *white+. Eompletely white values do not change the base te"ture at all *and vice versa+ % completely black values give a black result. (his mode is commutative *base and blend channels can be swapped+ ,'reen #creen is a basic blend mode for lightening areas of a te"ture. It is the opposite of multiply mode. It returns a brighter result than both input parameters in most cases! e"cept if one of them equals 7 *black+. Eompletely black values in the blend channel do not change the base at all *and vice versa+ % completely white gives a white result. (his mode is commutative! channels can be swapped.
"ifferen'e #ubtracts either the blend te"ture from the base te"ture or the base te"ture from the blend te"ture! depending on which is brighter! to get always a positive result. Blending with black produces no change as a%7Oa. Blending with white inverts the picture *6%a+. (his kind of blending produces a lot of variation. (his mode is commutative as well.
"i1ide (his mode simply divides pi"el values of the base te"ture with the blend te"ture *a-b+. (he darker the blend te"ture is! the lighter the result. Mowever! remember that it is not a linear function! so the result easily reaches the upper limit with regular factors! since a-7O: infinitum.
"arken Pi"els from both channels are compared to each other! the darkest one is taken. ;i(#ten Pi"els from both channels are compared to each other! the lightest one is taken. Related articles, Aaterial Aodulation. Pro'edural Textures ) ro'edural texture is a computer generated image produced by an algorithm! intended to create a realistic representation of natural elements such as wood! marble! granite! metal! stone! and others. Procedurals can be used as a color te"ture or as an intensity te"ture in any of the mapping options available. Eolors in a procedural te"ture are defined by two controls, )olor S-atc( in the Blender 1ap to panel *3=+ and material diffuse color in the YafaRay settings interface. Procedural te"tures supported in the te"ture panel are, cloud! marble! wood! voronoi! musgrave and distorted noise. Besides! there is an additional 0R.B% cube0 procedural type only available by ?1@ editing. !oise 6asis !oise 6asis! which is a setting available for most procedural types! governs the structural appearance of the procedural te"ture. YafaRay supports all the =oise 4asis types available in Blender! which are, (hese are the settings supported in each procedural type, Clouds /seful for soft bump mapping of irregular surfaces. Soft & >ard noise, ;oise strength. =oise Si3e, sets scaling for noise. =oise.ept(, Depth of calculation! the higher the more detail for noise. =oise 4asis, basis used for turbulence! all modes supported Aarble /seful for marble. J+ S(arpness *soft! sharp! sharper+, ;oise definition. Soft & >ard noise, ;oise strength. S(ape *sin! saw! tri+, band type. =oise Si3e, sets scaling for noise. =oise .ept(, Depth of calculation! the higher the more detail for noise. 9urbulence, amount of turbulence for bands. =oise 4asis, basis used for turbulence! all modes supported. Wood /seful for basic bands and noise with a structure.
Bands & 4and=oise, the procedural is arranged in bands. Rings & Ring=oise, the procedural is arranged in rings. S(ape *sin! saw! tri+, band type. Soft & >ard =oise, ;oise strength. =oise Si3e, sets scaling for noise. 9urbulence, amount of turbulence for bands or rings. =oise 4asis, basis used for turbulence! all modes supported. Aus(ra1e Dery fle"ible. /seful for terrain and rock surfaces. (he 2ntensity Scale control is useful to localise the result. +usgrave type, all modes supported e"cept for >etero 9errain. >, contrast between consecutive layers! for detail. 'acunarity, gap between layers. $ctaves, layers of noise used. 2ntensity Scale, overall intensity of te"ture. =oise Si3e, sets scaling for noise. =oise 4asis, basis used for turbulence! all modes supported. Boronoi Doronoi is a procedural type with a cellular look. Dery fle"ible. /seful for organic surfaces. )ell type *int! col6! col>! col'+, color of the cells. .istance +etric, shape of the cells! all types supported. 2ntensity Scale, overall intensity of te"ture. Si3e, cell siAe. 0eig(t *56! 5>! 5'! 5<+, defines distances between each cell.
"istorted !oise Eomple" and versatile. .istance A*ount, amount of distortion. =oise Si3e, sets scaling for noise. .istortion =oise, basis used for distortion! all modes supported. =oise 4asis, noise to distort! all modes supported. Related articles, Aaterial Aodulation. Dolume types. (he ;oiseDolume (e"ture You can find some e"amples of different procedural combinations here. Aaterials Table of Contents: 1ultimaterial Material Settings Material Preview Glass Glossy Coated Glossy ShinyDiffuse Diffuse reflection. Mirror & Fresnel. Transparency. Translucency. Emit. Blend Material Aulti0aterial
YafaRay supports Blender 1ultimaterial features! which means that you can assign different materials to different parts of a mesh! using sets of polygons. You must use Blender panels to set up 1ultimaterials in YafaRay. You can find more information about multimaterials here, http,--wiki.blender.org-inde".php-Doc,1anual-1aterials-1ultipleP1ater ial )lternatively you can use the 4lend *aterial to mi" two materials in a mesh. In YafaRay! there are three ways to mi" material properties in an ob4ect! which are, #tencil ! to mi" two te"ture channels in a material! using a te"ture as a blending pattern. Blend material ! to mi" two materials in a mesh! using either a blend factor or a te"ture. 1ultimaterial! to assing different materials to a mesh! using sets of polygons. Aaterial settin(s (o set up materials! the settings /I takes the Blender list of e"isting and assigned materials and applies YafaRay custom properties to them. (he workflow is, Ereate $ assign materials to ob4ects using Blender panels *3=+. &nly te"turing properties of materials will be taken into account. )ssign YafaRay shading properties to the created materials! using the &Aaterial& section in the YafaRay settings /I. 3or instance! in the image below you can select from a list of four materials which has been previously created in Blender. ;ro* active ob%ect button will show YafaRay material settings for an ob4ect previously selected in the 'D scene. #ettings in Blender material panels *3=+ are completely replaced by YafaRay material settings! even material colors. Blender Ramps are not supported. 1ultimaterial is supported. (here are four material types in YafaRay! with many possibilities for each of them to achieve advanced effects. (hey are glass! coatedPglossy! glossy and shinydiffusemat. )lso! there is a blend type to mi" two of them in a controlled way. (his is a brief list of what YafaRay materials can be useful for, Blend, blend two materials! using a blend factor or a te"ture map. .lass, glass! water! fake glass. .lossy, all kind of plastics! clean and polished metal! clean rough metal! car paint! finished wood! lacquered surfaces! painted surfaces! varnished wood! glaAe and organic surfaces! materials with anisotropic reflections. EoatedPglossy, car paint! lacquered surfaces. #hinydiffusemat, stone! rusted metal! concrete! fabric! paper! rough wood! curtains! emit surfaces! perfect mirror! materials with a basic transparency and alpha mapping with color% filtered shadows! translucent materials with color%filtered shadows! etc. (o aquire some background knowledge about the topics e"plained in the following sections! look at ;eil Blevinss page, http,--www.neilblevins.com-cgPeducation-cgPeducation.htm Aaterial Pre1iew 5ith this feature you can render a little preview of the material selected. (he material preview will be rendered according with the material parameters choosen! and will take into account material mapped te"tures. (he buttons available are, "belo-!!!# S(o- ,revie-, enables material preview. Si3e, #iAe of the material preview window! in pi"els. Refres( ,revie-, Renders a material preview. Glass
(o render correct glass! it is important that glass ob4ects follow realistic techniques for modelling! such as closed meshes with real thickness. It is also important that your mesh normals point in the correct direction. /se your normal tools in Blender to control normal direction. In real life! light refracts one time when passing from one medium to another! for instance from solid *glass+ to liquid. In your 'D scene! use one mesh for each refractive event. (hat means, water meeting glass must be e"actly one surface! and the relative refration inde" of the 0water meets glass0 surface must be I&RPglass-I&RPwater *when normals are pointing into the water+. (aking into account that glass I&R is 6.== and water I&R is 6.''! a cross section of a glass of water should look like the glass cross section on the left *normals in red+. Rendering a a number of consecutive transparent surfaces depends on recursive raydepth *.eneral settings! Settings main section+. If a transparent surface is rendered black! try increasing Raydept(. Glass is basically refraction! reflection and absorption of incoming light. It means that the scene sorrounding the glass has got an impact on the glass appearance! as well as the lighting setup. It means that glass will produce caustics if certain conditions are met! which are, (here e"ist a light source and-or a background *IB@! #unsky+ which is shooting caustic rays. (he glass material has got I&R:6. ) global illumination method is used *pathtracing! photonmapping! bidirectional+ or 6se caustics is enabled in the .irect 'ig(ting method. (he caustic rays have enough depth to pass through all the transparent surfaces *Eaustics depth+. .lass material mi"es several independent concepts that can be used alone or combined with the other parameters to get diferent kinds of results. (hese concepts are,
?bsortion #ome of the incident light is absorbed by a transparent medium. (he more distance light has to get through a medium! the more it gets absorbed. In a glass with different sections! the glass will get darker if the section is bigger. )bsorption also defines the color of the glass and the strength of the caustic effect. (he more light is absorbed! the less light is transmitted. By using an absorption color! we also define the color of caustics. 5hite disables absorption.
8ilterin( (he glass color is uniform regardless of the section. (he amount of light transmitted is also constant. You can use this setting instead of absorption if the glass section is uniform! for instance. You need to use this setting to tint transparent shadows when ;a1e S(ado-s $ 9ransparent S(ado-s are enabled. 9rans*it ;ilter is a setting which blends )bsorption and 3iltering. 5hen (ransmit 3ilter equals 6! 3iltering is shown. 5hen (ransmit 3ilter equals 7! absorption is shown *if enabled+.
Refle'tion =Airror> #ome of the light is reflected. )mount of reflection depends on the inde" of refraction. (he higher the inde"! the more reflective the glass is. It produces reflective caustics.
Refra'tion =I+R> Refra'tion is the change in direction when light waves travel from a medium with a given refractive inde" to a medium with another. Refraction produces caustics. #ome materials inde" are, Ice, 6.'6 5ater, 6.'' Elear plastic, 6.<7 #tandard glass, 6.=> )mber, 6.== Diamond, >.<>
"isersion "isersion causes the spatial separation of a white light into components of different wavelengths *different colors+. 5hen Path tracing is used! dispersion noise depends on path tracing samples! the more the samples the lesser the noise.
8ake ,#adows ;ot all light tracing methods are optimised to render caustics. (his is the case of Direct lighting or Path tracing for instance. 5hen fake glass is enabled! raytracing shadows rays get through this ob4ect when looking for light sources! and colored transparent shadows are calculated based on ;iltering values. ;otice the glass shadow! compared with the e"amples above. (he 9ransparent S(ado-s button in the Settings main section must be enabled too for this feature to work. ;ilter color controls color of the transparent shadows. Related articles, Ray Depth. #hadow Depth and (ransparent shadows. Eaustic Photon 1ap. Rendering Pathtracing caustic component. Photon 1apping. Glossy ) glossy reflection means that tiny random bumps on the surface of the material cause the reflection to be blurry. In fact there is a wide range of materials with such a reflection. YafaRay glossy material can be useful for all kinds of finished surfaces such as plastics! polished metal! car paint! finished wood! lacquered surfaces! painted surfaces! varnished wood! glaAe! organic materials! etc. (he glossy effect can be reinforced by using a fine bump map! or by mapping glossy reflection with a fine te"ture. (he main concepts of the glossy shader are,
"iffuse and Glossy 'olors ) .lossy material has got two colors! diffuse and glossy. Glossy reflection value! apart from controlling the reflection strength! should be understood as a blend factor between the diffuse and the glossy color. (he more reflective! the less diffuse. )s stated in #iggraph GH course notes book Q'7 Pi"el Einematography, ) lighting approach for Eomputer .raphics... 05hen light hits an ob4ect! the energy is reflected as one of two componentsJ the specular component *the shiny highlight+ and the diffuse *the color of the ob4ect+. (he relationship of these two components is what defines what kind of material the ob4ect is. (hese two kinds of energy make up the 677R of light reflected off an ob4ect. If G=R of it is diffuse energy! then the remaining =R is specular energy. 5hen the specularity increases! the diffuse component drops! and vice versa. ) ping pong ball is considered to be a very diffuse ob4ect! with very little specularity and lots of diffuse! and a mirror is thought of as having a very high specularity! and almost no diffuse.0 5hen Glossy reflection is Aero! you will see mostly the diffuse color with a bit of rim glossy color *image on the left+. 5hen Glossy reflection value is 6! you will see only the glossy color *image on the right+,
Remember that coloured reflections is a particular feature of conductive materials *gold! copper+! while non%conductive have got white colored reflections. #o Glossy color of non%conductive materials like plastic should be white. "iffuse Refle'tion value is 4ust a diffuse color multiplying factor. Related articles, Diffuse color mapping. #pecular color mapping. Glossy refle'tion and Exonent Glossy reflection controls the strength of the reflection. (he more reflective! the less diffuse. Exponent controls blur of the glossy reflectionJ the higher the e"ponent! the sharper the reflection. /se values between 6 and >77 for plastics and higher values for metallic surfaces. .lossy reflection produces caustics. Below there is an e"ample of a material with different glossy reflection *.R+ and e"ponent settings *9?P+. Diffuse color is dark grey and glossy color is white, Related article, #pecular intensity mapping. Glossy refle'tion sa0lin(. 5hen these light sources are used in the scene! noise in the glossy reflection depends on, )rea light *area light! sphere light! mesh light+ samples. #un light samples. MDR backgrounds *IB@! Darktide #unsky! #unsky+ samples. )) samples! the higher the less noisy. Below on the right! area lights are using > samples while on the left they are using H< samples. Related articles, )realight #un light. 3irst anti%aliasing pass. 6a'k(round ,ettin(s . ?s "iffuse 5hen As diffuse is enabled in ,(oton *apping! Glossy surfaces will be treated as diffuse instead of specular. It means that the photon map will be used to calculate the surface reflections! which results in faster render times. In practice! this method is recommended only for glossy surfaces with a low Exponent! since the precision of glossy reflections calculated with photon mapping is always lower. Besides! As diffuse option enabled will be likely to produce flickering of the glossy reflection in animations. Both spheres in the left render have got As diffuse enabled and the render time is 6HH seconds. Both spheres in the right render have got As diffuse disabled and the render time is 6LH seconds. ;otice the reflections2 Related articles, 9"ponent. Photon 1apping. ?nisotroi' refle'tions (his material is useful to get anisotropic reflections! which means that reflection is not equal in all directions. (his kind of reflection happens when a defect in a reflective surface repeats with some regularity. 5hen )nisotropic is enabled! the e"ponent value is divided into vertical and horiAontal components. By using a different value for each component.! the reflection will take an anisotropic oval shape. (his effect can be reinforced by using a suitable bump map. 5hen )nisotropic is enabled! the Exponent button is disabled. MoriAontal and vertical direction of the anisotropic e"ponent depend on /D mapping coordinates. Below you have a comparison between anisotropic reflections *left+ and default isotropic reflections *right+ See belo-!!!.
Coated Glossy Eoated .lossy is basically a glossy material *see the previous section+ with some kind of reflective coating layer on top. I&R is the setting that controls reflectivity of the coating top layer. (his reflective layer can produce caustics. It is a good material for car paint. Below an e"ample of different I&R values,
Related article, .lossy material. ,#iny"iffuse #hinydiffuse is a shader with many applications. It can be useful to get, Diffuse materials without any specular component. Perfect mirror reflection with or without 3resnel effect. )lpha mapping with shadows calculation derived from the map! for translucency and transparency effects. (ranslucency with color filtering. (ransparency with color filtering. 9mit surfaces. 3or instance! this material can be used for rough stone! rusted metal! concrete! fabric! clay! asphalt! paper! rough wood! chrome balls! shiny plastics! basic car paint! curtains! leaves! billboards! etc. (he main concepts of the #hinyDiffuse shader are,
"iffuse refle'tion. Diffuse reflection is the reflection of light from an uneven or granular surface such that the incident rays are randomly reflected and scattered in all directions. (he amount of diffuse reflection is mainly controlled by the surface )olor. YafaRay uses two models to render the diffuse component! which are @ambertian and &ren%;ayar. ;a0bertian is a basic diffuse model with no view dependence. Brightness is constant from all viewing directionsJ only interaction between surface and light sources is modelled. It is a method valid only for very smooth matte surfaces! like paper! smooth plastic or polished wood. +ren4!ayar is a view dependent! physically%based microfacet model for diffuse reflections! which takes into account geometric optics and interaction at microfacet level produced by light sources. &ren%;ayar models the diffuse reflectance for rough surfaces more accurately than the @ambertian model. Sig*a controls the roughness of the surface. "iffuse Refle'tion value is 4ust a diffuse color multiplying factor.
.P@ Photograph of a comparison between a matte clay vase and its renderings with the ;a0bertian model and the +ren4!ayar model *#ource+. #ome #igma values! as per the official pro4ect page for the &ren%;ayar model! are, 3elt, 7.<6<HLH Rough plastic, 7.>SL7=S @eather, 7.6SGSSH Delvet, 7.S=677> Pebbles, 7.<<'>LG PlasterPb, 7.=<'SLL Rough paper, 7.'66'SH Roof shingle, 7.L6G6<S RugPb, 7.H6'LLG #ponge, 7.LS><6' 5ool, 7.GSL6'' 8uarry tile, 7.'H7=S< #latePb, 7.'7G=G7 Muman skin, 7.=SG'LH BrickPb, 7.>S=GG7 @inen, 7.=6<=G' Eotton, 7.<L>HSG #tones, 6.67S6HL EoncretePb, 7.'7LG=H EoncretePc, 7.<H6G'7 5oodPb, 7.'=6>S6 (ree bark, 7.>G'>>H Related article, Diffuse color mapping Airror C 8resnel 1irror produces pure specular reflection. 1irror strength is a blend factor between the specular and diffuse components! with their respective colors. (he more specular! the less diffuse component will be shown. 5hen 3resnel is enabled! the amount of specular reflection depends on how the viewer is oriented relative to the surface. 3resnel means that a surface is more reflective at graAing angles than at perpendicular ones. I&R controls the 3resnel reflection strength! the higher the more reflective at every angle. 1irror and 3resnel reflections can produce caustics. Below are several e"amples of 1irror and 3resnel! 1# stands for +irror Strengt(. 5hite is being used for both diffuse and mirror color, Related articles, #pecular color mapping. #pecular intensity mapping. Ray Depth. Transaren'y 5ith this setting you can achieve a basic transparency effect! without refraction but with transparent shadows and color filtering. (ransparent shadows and color filtering means that light is filtered by the transparent surface! and it is coloured and diminished according to the surface properties. (ransparency is basically a fake feature intended for basic transparency and alpha mapping purposes! since it is a mappable setting. (o get tranparent shadows and color filtering! 9ransparent S(ado-s button must be enabled in the Settings main section. #ettings that affect this feature are, .iffuse color ,ic1er, control diffuse color of the ob4ect! which results in color filtering. 9ransparency, )mount of transparency. 9rans*it ;ilter, color filtering strength. 5hen it equals 7 there is no color filtering! therefore shadows are not tinted by the tranparent surface. In Settings main section, Raydept(, for camera rays! to get through successive transparent events. 9ransparent S(ado-s, this option must be enabled to produce transparent shadows and color filtering. (echnically speaking! it allows raytracing shadows rays to get through this mesh when looking for light sources. S(ado-s .ept(, for raytracing shadow rays! to get through successive transparent surfaces. 5ith this feature you can emulate the Blender $nly)ast feature! which makes ob4ects not to be rendered but to cast shadows only. #et the ob4ect transparencyO6 while keeping 9ransparent S(ado-s button disabled. Related articles, )lpha intensity mapping. Ray Depth. #hadow Depth and (ransparent shadows. .lass material. Translu'en'y 5ith this setting you can achieve a basic >D translucency effect with transparent shadows and color filtering. (ranslucent materials allow light to pass through them but only diffuselyJ you can not see through. @ight is scattered after passing through the transparent surface. (ransparent shadows and color filtering means that light is filtered by the translucent surface! and it is coloured and diminished according to the surface properties. 9ranslucency slider controls amount of translucency. #cattered light with transparent shadows $ color fitering only works with .lobal Illumination methods! which are Pathtracing! Bidirectional Pathtracing and Photon mapping. 9"ample of translucency! notice the curtains. 1y Room by C#o9in",;. Related article, )lpha intensity mapping. E0it )mount of light a material emits! similar to the mesh light concept. Eolor of the emitted light is controlled by the .iffuse color. E*it slider controls strength of the emitted light. E0it ob4ects can be used as diffuse light sources! but you will have to use it with path tracing or bidirectional path tracing lighting methods. Related article, Diffuse color mapping with emit value 6lend Aaterial (his feature takes two materials and mi"es them in a third one. You need to define three materials then! two ones to mi" and a third Blend material which is applied to the ob4ect to render. (his feature can be useful to mi" properties from two different materials! for instance glossy reflection blended with transparency. It can be useful as well to map two different parts of a mesh with different materials using a te"ture as a pattern! without resorting to multimaterial which depends on mesh polygons. 4lend value controls the percentage of each material in the final mi". ) value of 7.=7 means that each material contributes the same to the final look. (hese are e"amples of different blend materialsJ the sphere on the left has got the Blend material,
7.= blend between a glossy material and a shinydiffuse with transparencyO7.L=. 7.=7 blend between a glossy material and a shinydiffuse with mirrorO7.L7. 7.>= blend between two glossy materials. &ne material uses e"ponentO6=! the other uses e"ponent O 6=77. 7.>= blend between two shinydiffuse materials. &ne uses mirrorO7.>7 and transparencyO7.L=. (he other is a completely diffuse material. Related article, Blend mapping Aaterial Aodulation Table of Contents: 1aterial 1odulation introduction. Diffuse color. Specular color. Specular intensity. Alpha intensity. Bump intensity. Displacement mapping. Blend mapping. Aaterial Aodulation introdu'tion. )PE from the movie )liens! by Gabi'#. #ome material properties can be modulated by a te"ture! instead of using a global value. (his technique is called te"ture mapping. (he te"ture used can be a R.B image or a procedural te"ture. In general! there are seven types of modulable settings in YafaRay materials! which are, "iffuse 'olor. #hinyDiffuse! .lossy and Eoated .lossy. ,e'ular 'olor. #hinyDiffuse! .lossy and Eoated .lossy. ,e'ular intensity. #hinyDiffuse! .lossy and Eoated .lossy. ?l#a intensity. #hinyDiffuse. 6u0 intensity. )ll materials. "isla'e0ent 0ain( through a mesh modifier. )ll materials. 6lend 0ain(. Blend material. 3or instance! you can use a te"ture to have different values of glossy reflection on a surface. #ome of these modulation modes are available for all material types! like bump intensity. &thers are available only for some of them! depending on the material features. !e(ati1e to((le 0ode is supported in intensity%mapping types! so te"ture values are inverted. "iffuse 'olor. (here are several options when using a te"ture to map diffuse color. (hese options are, (o map the diffuse color with a R.B te"ture! use the )$' slot DEF in the 1ap to panel. S(inydiffuse! Glossy and )oated?glossy materials support diffuse color mapping. (he applied R.B te"ture will hide the materials own diffuse color D/F defined in the material settings. Mowever! you can control te"ture opacity so it blends with the material diffuse color! by using )ol slider DGF. .iffuse reflection value D$F is 4ust a diffuse color multiplying factor! affects te"tures as well. If a te"ture with alpha data is used *R.B)+ and you want to render alpha as transparent *white otherwise+! enable 6seAlp(a button DHF in the Blender (e"ture buttons *3H+. (he alpha channel will be rendered transparent and the underlying diffuse color D/F will be seen. You can use a procedural te"ture to map the diffuse color. Eolors in a procedural te"ture are defined by two controls, )olor S-atc( D%F in the Blender 1ap to panel *3=+ and material diffuse color D/F in the YafaRay settings interface. 1ore info about procedurals here. 5hen a diffuse color te"ture is used in a S(iny.iffuse material with E*it D<F! the amount of light emission produced by that material will be defined by the te"ture brightness. )t the moment! te"ture%based light emission only works with pathtracing. 5hen a diffuse color te"ture is used in a #hinyDiffuse material with 9ransparency DIF! the amount of transparency will be defined by the te"ture brightness. 9nable 9ransparent S(ado-s in Settings section to get transparent shadows and color filtering from the te"ture. 5hen a diffuse color te"ture is used in a #hinyDiffuse material with 9ranslucency DIF! the amount of translucency will be defined by the te"ture brightness. 9nable 9ransparent S(ado-s in Settings section to get transparent shadows and color filtering from the te"ture. (ranslucent scattered light with transparent shadows $ color fitering only works with Pathtracing! Bidirectional Pathtracing! and Photon mapping. Below an e"ample of diffuse color mapping in #hinydiffuse *left+ and .lossy material *right+. ) bit of bump is applied in both cases. 9"ample of diffuse color mapping in #hinydiffuse material! with 9ransparency on the left and with E*it on the right. (e"ture used, Related articles, .lossy material. Eoated .lossy material. #hinyDiffuse material. ,e'ular 'olor. (here are two kinds of mappable specular in YafaRay! +irror in #hinydiffuse! and Glossy in .lossy material. Both are specular components that can use the uniform color defined in the settings /I! or they can be also mapped with a RB. te"ture. (he applied te"ture will hide the material specular color *mirror or glossy+ defined in the settings /I. Mowever! you can control opacity of the te"ture so it blends with the material specular color! by using )ol slider D<F in the Blender 1ap to panel. You can use a procedural te"ture as well. Remember that coloured reflections are a particular feature of conductive materials! while non% conductive have neutral%colored reflections *white+.
(o map specular! #hinyDiffuse uses )*ir slot D$F while .lossy material uses )sp slot D/F. Blender 6seAlp(a button *3H+ is supported when a R.B) te"ture is used! so the underlying specular color will be seen instead of white. Below are e"amples of specular color mapping. Both cases are using full specularity strength,
1irror color mapping. .lossy color mapping. (e"ture used.
Related articles, .lossy material. #hinydiffuse mirror material. ,e'ular Intensity. You can use a te"ture to map the amount of specular reflection. (here are two kinds of specular reflection in YafaRay, 1irror in #hinydiffuse and .lossy Reflection in .lossy material. (e"tures will be processed as a value scale. (his means that if the R.B te"ture has got colors they will be transformed into tones of grey! so normally it is a wise idea to use desaturated te"tures to map intensity. (his way users have more control over the final result. You can use a procedural te"ture as well. (he te"ture in fact will map in the range between the specular strength set in material setting D/F and :ar D$F. 3or instance! if 1irror strength is 7.>7! it means that black color in the te"ture will make the ob4ect to be at least 7.>7 reflective. If DarO7.L7! it means that white color in the te"ture will make the ob4ect to be as much as 7.L7 reflective. (he same happens with .lossy materials. (o map mirror strength in #hinydiffuse! use Ray+ir slot D<F. (o map glossy reflection strength! use Spec slot DEF. Below are e"amples of specular mapping. Both cases are using strengthO7 and DarO6,
Related articles, .lossy material. #hinydiffuse mirror material. ?l#a Intensity. (his feature is used to map mesh transparency with a te"ture. Information from the R.B te"ture is translated into amount of mesh transparency. (o make it possible! te"tures need to be transformed into a value%scale. (his means that if the te"ture has got colors they will be transformed into tones of grey. It is a wise idea to use desaturated te"tures to map intensity! so there is more control over the final result. You can use a procedural te"ture as well. Dont confuse alpha intensity with te"ture alpha. (he te"ture alpha channel *R.B)+ is used in diffuse color mapping. )lpha intensity mapping will 4ust produce different values of transparency based on the te"ture values. (hose different levels of transparency will produce colored transparent shadows! if transparency is applied onto a material with diffuse colors. (here are two kinds of transparency in YafaRay! specular 9ransparency D/F and diffuse transparency! also called 9ranslucency D$F. (o enable shadows calculation from alpha%intensity mapping! enable 9ransparent S(ado-s with enough S(ado-s dept(! in the Settings section. (he te"ture will map in fact a range between the transparency value set in the material setting D/ or $F and the :ar value DGF. 3or instance! if (rasparency is 7.>7! it means that black color in the te"ture will make the ob4ect to be at least 7.>7 transparent. If DarO7.L7! it means that white color in the te"ture will make the ob4ect to be as much as 7.L7 transparent. (he same happens with 9ranslucency. (o map 9ransparency! use Alp(a slot D<F. (o map 9ranslucency! use 9rans'u slot DEF. )t the moment! 9ranslucency scattered light with transparent shadows only works with .lobal Illumination methods! which are Pathtracing! Bidirectional Pathtracing! and Photon mapping. Below are e"amples of transparency and translucency mapping. Both cases are using strengthO7! DarO6,
Related articles, #hinydiffuse (ransparency. #hinydiffuse (ranslucency. 6u0 Intensity. )ll four materials *#hinyDiffuse! .lossy! EoatedP.lossy and .lass+ support bump mapping.
Brian @ingard gives this definition of bump mapping, 0Bump mapping simulates the bumps or wrinkles in a surface without the need for geometric modifications to the model. (he surface normal of a given surface is perturbed according to a bump map. (he perturbed normal is then used instead of the original normal when shading the surface using the @ambertian technique. (his method gives the appearance of bumps and depressions in the surface.0 Bump is an intensity%mapping type. (e"tures are transformed into a value%scale. It means that if the R.B te"ture has got colors! they will be transformed into tones of grey. It is a wise idea to use desaturated te"tures to map intensity! so there is more control over the final result. You can use a procedural te"ture as well. (o map bump! the =or slot D/F must be enabled for the te"ture channel. =or slider D$F controls amount of bump. YafaRay uses comparatively lower values than Blender for bump mapping. "isla'e0ent 0ain(.
YafaRay supports displacement mapping applied not as a material modulator but as a Blender mesh modifier *3G! 1odifiers panel+. It can be applied to any mesh regardless of the material. Displacement is a modern version of bump mapping! in which the ob4ect geometry is actually modified by a te"ture. Displacement needs a great amount of mesh tessellation to workJ the more tessellation the better result. (he tessellation needed is achieved by using subdivision surfaces modifiers *subsurf+ on a mesh. 3irst! a te"ture must be created as usual! using Blender supported (e"ture buttons *3H+. (he te"ture will appear in the (e"ture channels stack *3=+. Eheck your options to see whether this displacement te"ture is needed for a modulation mode as well or not. 3or instance! you might want to enable this te"ture for diffuse color mapping as well while is still being used for displacement! like the e"ample on the left. (his created te"ture is later used in the Displace mesh modifier. Displacement is an intensity%mapping type. R.B (e"tures are transformed into a value%scale. It means that if the te"ture has got colors! they will be transformed into tones of grey. It is a wise idea to use desaturated te"tures to map intensity so there is more control over the final result. You can use a procedural te"ture as well. &n the left there is an e"ample of a 1odifiers panel! using a subsurf modifier to add tessellation and a displacement modifier. (he name of the te"ture used for displacement is input in the 9exture field *green+. (his te"ture is previously defined in Blender te"turing panels. 1ore information about subsurf and displace modifiers here and here! respectively. 6lend 0ain(. You can use a te"ture to control how two materials are blended. (his te"ture is a mask in which values tell how big a percentage of each material is seen. If the R.B te"ture has got colors! they will be transformed into tones of grey. It is a wise idea to use desaturated te"tures to map blend! so there is more control over the final result. You can use a procedural te"ture as well. (he te"ture should be mapped onto the ob4ect assigned with the blend material! using the )ol slot. If the te"ture is a black$white checker! it means black squares will show material 6 whereas white squares will show material > *e"ample below+. (he te"ture can use tones of grey as well! which means that properties from both materials are blended in the same area. 4lend value works as a global opacity factor for the te"ture. If you want the te"ture to have a complete control of the blending! use a Blend valueO7. If Blend value is 6! the te"ture will be completely transparent and only the material > can be seen. Below an e"ample of blend mapping! using a black$white checker. &n the left a Blend valueO7 is used whereas on the right Blend value is 7.=7,
Related article, Blend 1aterial ;i(#tin( 0et#ods Table of Contents: Illumination (ypes. Lighting Methods Overview. Use cases. Open scenes Enclosed scenes Animations Parameters. Ambient Occlusion. Caustic Photon Map. Path tracing. Photon Mapping. Final Gather. Bidirectional. Illu0ination Tyes. In real life! ob4ects are lit by several types of lighting. 3or instance! light casted from lamps and light bouncing from other nearby ob4ects. Besides! some materials! such as glass! can modify the behaviour of light. &ther lighting effects are color bleeding between ad4acent surfaces and light scattering in participating media. (he interaction of all these effects produce a global result that is called global illumination. Raytracers try to reproduce global illumination *.I+ by means of techniques that follow light natural behaviour! such as casting samples of rays that bounce in the scene observing realistic rules. (hose samples are averaged so a general result can be e"trapolated from a limited amount of rays. (heorically! there are more than one way to achieve this! each way with its own share of advantages and shortcomings. (here isnt such a thing as a perfect .I model! and new algorithms are created for solving the incovenients of already e"isting techniques. YafaRay has got a traditional raytracing method which only renders light cast from light sources! called "ire't ;i(#tin(. )dditionally! YafaRay has got three different .lobal Illumination models! which are Pat# tra'in(! P#oton Aain( and 6idire'tional Pat# tra'in(. Below you have a comparison between Direct @ighting *left+ and a .lobal Illumination model! in this case Photon 1apping *right+. ;otice the differences between them,
) certain amount of borrowing is possible between these lighting methods! since they are more or less based on the same ray concept. #o it is possible to implement the same averaging technique in different .I methods! or mi" features from different models. (his is the case of caustic photons option in Direct @ighting! for instance. ;i(#tin( Aet#ods +1er1iew. "ire't ;i(#tin( Pat# Tra'in( :ow it works: Direct @ighting only performs recursive raytracing. Primary rays are shot from the camera and intersect with the scene. (hen secondary rays are generated but 4ust towards light sources! to calculate shadows. (heyre also called s#adow rays. Primary rays can be transmitted in reflective and refractive surfaces. ?d1anta(es: :ow it works: Rays are shot from the camera. 9ach bounce casts a lot of secondary rays. #ome of them eventually reach a light source. (hen the light contribution along the path is calculated. ?d1antan(es: It performs .lobal Illumination. 3ast in outdoors. /nbiased! delivers correct results. #oft indirect lighting if enough sampling. Dery fast in scenes where indirect lighting is not needed. Ean render independent caustic photonmaps and ambient oclussion. MDR backgrounds *IB@! #unsky+ can work as light sources! simulating indirect lighting. "isa1anta(es: ;o indirect lighting. Eant render caustics *youll need to enable caustics photonmap+. "isa1anta(es: Dariance shows up as noise. @ot of rays are needed for caustics. Inefficient in indoor scenes! when light sources are too hidden or too small. Doesnt like omni lights *spot! point+ and mirror surfaces. Better use area light types and glossy. P#oton 0ain( 6idire'tional at# tra'in( :ow it works: Rays *photons+ are cast from light sources and bounce around! regardless of the camera. ) photon map is created! based on photon hits. (hen! a standard raytracing pass is performed to visualise the photon map. ?d1anta(es: It performs .lobal Illumination. 3ast! efficient .I estimation in indoors. Best quality-speed ratio. 3ast caustics. "isa1anta(es: :ow it works: Ray paths are constructed from the camera and from light sources. Bounces are connected to each other with visibility rays. ?d1anta(es: It performs .lobal Illumination. Eombine advantages from path tracing and photon mapping. 1ore efficient than path tracing for indoors and for caustic effects. /nbiased! delivers correct results. .ood for scenes with lot of indirect lighting. "isa1anta(es: Dariance shows up as noise. ;ot well suited for outdoors #ometimes requires photon map tweaking. )rtifacts. ;ot well suited for outdoors. Inefficient in indoor scenes! when light sources are too hidden. Related articles, Ray Depth. Path tracing. Photon 1apping. Bidirectional. 3irst anti%aliasing pass. Use Cases. .I algorithms are born with shortcomings and compromises in order to solve very specific raytracing problems. (here isnt such a thing as a universal lighting algorithm for all cases. In fact! the only method that can be used for all cases is Direct @ighting. In the ne"t paragraphs we are going to e"plain use cases in YafaRay! and what are the best lighting methods for them. +en s'enes: &pen scenes means that the scene is not enclosed by a mesh! and the background can work as a light source. &pen scenes can be used to simulate studio lighting and indoor scenes as well! by using a suitable scene composition and-or a MDR indoor image as a background. (he recomended methods for open scenes are, "ire't li(#tin(. It delivers fast results and you can use area light types *area! sphere! mesh+ to achieve soft shadows. "ire't li(#tin( J ?+ J 'austi's #otons. 3ast. If you have refractive and-or reflective surfaces in the scene you can enable caustic photons! it adds realism. /se this combo for fluid animations as well. "ire't li(#tin( J :"RI texture. MDR images can be used as a background and as an ob4ect te"ture. (hey work as light sources in Direct @ighting. 3ast for outdoors! when indirect lighting can be simulated with background lighting. MDRI backgrounds can shoot caustic photons as well. "ire't li(#tin( J ,unsky. Eomponents of the #unsky model *#un and #kylight+ work as light sources. 3ast for outdoors! when indirect lighting can be simulated with background lighting. #unsky can shoot caustic photons as well. Pat# tra'in( J ba'k(round *MDRI! #unsky! .radient! #ingle Eolor+. 3ast because many pathtracing rays can find a light source *background+ after the first bounce. /se it if you need color bleeding or if you want a precise simulation of the indirect lighting.
Eomparison between Direct @ighting and Pathtracing used in an outdoors scene. ;otice indirect light calculations and soft color bleeding effects in Path tracing. Direct lighting C )mbient &cclusion! render time <> s. Direct lighting C #unsky #kylight! render time =6L s. Path tracing C #unsky #kylight! render time 6>7= s. Related articles, )mbient &cclusion. 6a'k(round ,ettin(s . Path tracing. En'losed s'enes: 9nclosed scenes means that the scene is inside a mesh *thickness for walls recommended+! which is good for some ray bouncing. (his enclosing mesh can have windows to simulate a houseroom. (he recommended methods for enclosed scenes are, "ire't li(#tin(. /se it for traditional lighting setups and studio lighting! if you dont need the indirect lighting component. You can use area light types *area! sphere! mesh+ to achieve soft shadows. (o simulate indirect lighting! many times photon mapping will be faster than a comple" rig of fill lights. "ire't li(#tin( J ?+ J 'austi's #otons. 3ast. If you have refractive and-or reflective surfaces in the scene! enable caustic photons! it adds realism. /se this combo for fluid animations as well. P#oton 0ain( J 8G. ) good fast .I algorithm for all indoor cases! it isnt afraid of comple" lighting cases. 6idire'tional at# tra'in(. It works well if there is an optimal situation of light sources. 3or instance! if light sources can be seen from the camera or from the first bounce of camera rays. /se it in scenes with lot of indirect lighting and-or if you are looking for a correct simulation of the .lobal Illumination. Pat# tra'in(. (he least efficient method for indoors. /se it if there is an optimal situation of light sources *see bidirectional+ and an even distribution of lighting! for instance scenes with big windows or big light sources. Youd better use area lights *area! sphere! meshlight+ rather than omni lights *spot! point+ in path tracing.
Eomparison between different lighting methods! rendered on a Pentium ID. ;otice lack of color bleeeding in Direct @ighting. Photon mapping is the fastest .I method! and Bidirectional the slowest one. ;otice how the two unbiased methods *Path tracing and Bidirectional+ struggle in indirect lighting areas *noise+. Bidirectional produces the brightest indirect lighting result and more color bleeding than the other .I methods. Direct lighting C )& C Ephotons. .:/:<G Photon mapping. .:K:/. Path tracing C Ephotons. .:/G:$. Bidirectional. /:<$:/I Related articles, Eaustic Photon 1ap. )mbient &cclusion. Path tracing. Photon 1apping. Bidirectional. ?ni0ations: "ire't li(#tin( J 'austi's #otons. 3ast for indoors! even faster with omni lights *point! spot+. Eaustic photon maps are compatible with frame rendering *no caustics flickering+. MDR backgrounds optional *IB@! #unsky+! with caustic photons. P#oton 0ain( J 8G. If indirect lighting is needed! P1C3. is the fastest .lobal Illumination algorithm for animations. Its compatible with both frame%based animation and portion%based distributed rendering *no shadows flickering from frame to frame! no seams when render portions are 4oined together+.
Related articles, .lossy reflection sampling. Eaustic Photon 1ap. Photon 1apping. 3inal .ather. Para0eters ?0bient +''lusion )mbient &cclusion is a shading method that takes into account attenuation of light due to ob4ect occlusion. )mbient occlusion is most often calculated by casting rays in every direction from a point on a surface. Rays which reach the background or TskyU increase the brightness of the surface! whereas a ray which hits any other ob4ect contributes no illumination. )s a result! points surrounded by a large amount of geometry are rendered dark! whereas points with little geometry on the visible hemisphere appear light.
)mbient occlusion is often used as a fast appro"imation of the indirect lighting produced gy .lobal Illumination models. It is also used as an independent pass for render post%processing! usually with )lay render enabled. )& settings are, A$ Sa*ples, (he number of rays used to detect if an ob4ect is occluded. Migher numbers of samples give smoother and more accurate results! at the e"pense of slower render times A$ .istance, (he length of the occlusion rays. (he longer this distance! the greater impact that far away geometry will have on the occlusion effect. ) high Dist value also means that the renderer has to search a greater area for geometry that occludes! so render time can be optimiAed by making this distance as short as possible! for the visual effect that you want. A$ )olor, Eolor for ambient occlusion rays. /se this setting to control )& power. Related articles, /se cases Causti' #oton 0a Eaustics is a concentration of light! produced by refractive medium *glass! water+ and by curved specular surfaces *mirror and glossy+. It is possible to produce independent caustic photon maps in YafaRay. (his option is available in lighting methods that either cant render caustics *Direct @ighting+ or arent efficient at this kind of task *Path tracing+. Eaustics add realism and they are relatively cheap to compute. (he caustics photon map is visualiAed directly and this is the reason why the number of photons in the caustics photon map must be high! since a high resolution map is needed. +ix and Radius are two limit parameters to blur the caustic map. Photon hits will be averaged within a circular area. (he center of each circular area is defined by camera rays. If there isnt enough photon density within the circular area! low frequency noise will appear. (hose circular areas will use whatever limit is reached first! either +ix or Radius. 1any times incremental changes in a limit wont have any blur effect since the other thresold has been already reached. Below are two of e"amples of caustics,
9"ample of refractive caustics! using as photons source a spot light. #cene by Aar'o? 9"ample of reflective caustics! using a caustic photon map in pathtracing. (he MDRI background is the caustic photons source. #cene by ,e1ont#eweb. Eaustic photon maps work better and more efficiently with concentrated light beams directed towards the caustic surface using a spot light. Eaustic settings are, ,(otons, ;umber of photons to shoot. Increases photon map density and render times. )austic .ept(, amount of reflective or refractive events for caustic photons. )austic +ix, amount of photons to mi" *blur+. (he more photons to search for! the more render time. )austic Radius, area of photons to mi" *blur+. (he more photons to search for! the more render time.
Related articles, /se cases #hadow Depth and (ransparent shadows. Photon 1apping. 1aterials that can produce caustics, .lass .lossy Eoated .lossy #hinydiffuse 1irror $ 3resnel. Pat# tra'in(. Path tracing is a .I unbiased method in which each ray is recursively traced from the camera along a path until it reaches a light source. 5hen a light source is found! the light contribution along the path is calculated! taking into account surface properties. 1any samples are need to be taken and interpolated for each camera pi"el to get a smooth result. ) light source can be either a lamp! the scene background or both. #cenes with relatively small light sources and with a high contrast between light sources and their surrounding areas will need more samples to reduce noise. (he smaller and less accessible the light sources are! the more noise. Pathtracing is a .I solution more suited for outdoor scenes and for indoor scenes with big light sources *area lights or big windows+ and a regular distribution of light. Pat# tra'in( 'austi' 'o0onent Pathtracing caustic paths tend to be very noisy and a very big amount of samples is needed to get a smooth result. In YafaRay we have four alternative methods to render the caustic component when pathtracing is used, ,at(@,(oton, a mi" of a caustic photon map and path tracing caustic rays are used. ,(oton, a fast photon map is used to render caustics. Path tracing caustics rays are not rendered. ,at(, Path tracing caustics rays are rendered. =one, the caustic component is not rendered. (his is an e"ample about how methods for the caustics component work in pathtracing. In the first image *upper left+! ,at( is used to get caustics! which are very noisy when a low number of samples is used *6H+. In the second render! =6> pathtracing samples are used to improve path traced caustics! but it takes much more render time *'L minutes+. In the third e"ample! ,(otons are used to produce the caustics component and the render time is the lowest of them all *Em stands for Eaustic method+,
Related articles, Eaustic Photon 1ap. .lass material. Pat# tra'in( settin(s (he other components of the global illumination model are rendered as usual. )rea light types *sphere and area+ with the +a1e 'ig(t visible option enabled produce caustics in Path caustic mode. 1ore information about the caustic photon map settings can be found in the previous section *they are the same+. (he other pathtracing settings are, .ept(, defines the number of rays bounces in order to find the light sources. Migher raydepth produces brighter renders. In scenes with big light sources! like open scenes using background lighting! a high raydepth could be unnecessary. (his setting controls depth of pathtracing caustic rays as well. Sa*ples, (his setting defines the number of samples to take per camera pi"el! the more samples the better render quality and the less noise! but the longer render time as well. (he relation between noise reduction and sampling isnt linear, to halve the noise! it is necessary to use four times as many samples. (he total amount of Path tracing sampling depends as well on anti%aliasing settings! as e"plained in this section. 6se bac1ground, 1akes use of the background as a light source. #unsky models and IB@ lighting work always as light sources! regardless of this setting. =o recursion, only path tracing is performed without recursive raytracing! which means that shadow rays are not traced.
It is a good practice to increase $ decrease your samples settings in base > steps *>%<%L%6H%'>%H<%6>L... etc+ Related articles, @ighting 1ethods &verview. /se cases 3irst anti%aliasing pass. Mow backgrounds work. P#oton 0ain(
Photon mapping was developed as an efficient alternative to path tracing! since certain effects are more efficiently simulated with sampling from lights *caustics! indirect lighting+ while some others effects are more efficiently sampled from the camera *mirror reflection! direct lighting+. It is a two pass technique, (he first pass is photon tracing! which consist in building the photon map by tracing photons from lights. It calculates indirect lighting and caustics effects. (he second pass consist in raytracing the scene *camera rays+ using the information in the photon map. (his second pass calculates specular reflections *mirror $ glossy+ as well. Photon mapping is biased! the average values might not be correct! but it is consistent, with more photons and less radius! it converges to a correct solution. Photon map produces low frequency noise *big patches+ in contrast with path tracing! which produces high frequency noise *pi"el% level+. P#otons Photons propagate flu". (hey are emitted by light sources and stored in the photon map when they hit a surface. In fact! each emitted photon can be stored several times. (he photon map represents the incoming illumination! also called Irradiance *incoming radiance+. (wo photon maps are produced in fact! which are, ) low density photon map for diffuse surfaces called .lobal photon map. )n independent high density map for caustic effects. In general! the more photons are used! the more accurate is the lighting estimate! but increasing photons increases time to build the photon map. If the number of photons is too low! the irradiance estimation becomes blurry at the edges of sharp features in the illumination! for instance fast transition from light to shadows in corners. Mowever! in simple scenes with no caustic effects! it is possible to produce relatively good results with very low density maps of 6777%>777 photons. In this case the photon map is rendered very quickly. Below a comparison between two photon mapping cases with different photon counts! notice the bad estimation below the horiAontal prism and below the sphere! in the render on the left,
>777 Photons! DepthO>! >6' seconds. 6.777.777 photons! DepthO67! >G7 seconds! "et# Depth controls amount of consecutive bounces for both caustic and diffuse photons. Mowever! it has got a different meaning depending on photon type, .ept( for Eaustic photons, )mount of consecutive refractive and-or reflective events for caustic photons! until they reach a diffuse surface. .ept( for Diffuse photons, )mount of bounces in diffuse surfaces. 1ore depth will produce more color bleeding and a denser photon map. Beyond certain point the amount of depth will have a limited effect in map density or color bleeding! since most photons will be already absorbed by diffuse surfaces. Eomparison between different values of .ept(! with the same number of photons shot. Photon hits means the number of photons recorded in the photon map! which is a value shown in the back console. ;otice the relatively small difference in hits between depthO67 and depthO=7. )lmost equal render times in all cases. #cene by Lronos,
Photon DepthO'! photon hitsO <67.777 Photon depthO67! photon hitsO H67.777 Photon depthO=7! photon hitsOH=7.777 Radius (he second pass is a traditional ray tracing pass performed by shooting rays from the camera. Based on a single photon! we can not say how much light a region receives. (his information is thus provided by the photon density. 5hen a ray hits a point P on a surface! the illumination information of the neighboring photons is collected and interpolated at P. 5e dont need a photon for every polygon! but instead a few photons to estimate the incoming flu" in the region around P. (he photon density is higher in areas with strong incoming illumination. ) well chosen radius allows for a good pruning of the search. (wo radii are used to perform the search of neighboring photons! whichever is reached first, .iff! Radius. (he sphere of fi"ed radius improves the estimation slightly! but fails in scenes with high variation of density of photons. It gives bad estimates if there are too few photons and blurry estimates when there is a high density of photons. Searc(. /ser can specify a desired number of photons. It guarantees that there are K photons in the measurement. (he more photons are used! the smoother the estimation will be. If too many are used! the estimation will tend to be blurry! while too few gives a splotchy appearance *low frequency noise+. Interpolating =7 to 677 photons is often a good choice. )austic +ix, ;umber of photons to mi"! produces blur in the caustic photon map. 6se bac1ground, (he way it works depends on the background used, 5ith Single )olor! Gradient and non%IB@ 9exture! the background works as a light source if this option is enabled. /se 3. $ )) sampling to remove noise. IB@ 9exture and Suns1y work always as a light source! regardless of this option. Mowever! when it is enabled! photons hitting the background will not be discarded but get energy from it. )s a result! scenes will have more lighting power from the background than when this option is disabled. /se B. $ 3. $ )) sampling to remove noise. In general! Radius should be inversely proportional to the number of photons shot, the more photons the less radius. Mowever! a too low radius wihout an adecuate photon density! introduces noise *small patches+. Radius settings are one of the main factors in render times. If the number of photons to look up and average increases! so does the render times.
!ote: 5hen using photon mapping in enclosed scenes such as house rooms! it is important that ob4ects follow realistic techniques for modelling! such as closed meshes with real thickness. 3ollow this advice in walls! floor! ceiling and furniture. In this way we avoid estimation problems when searching for neighboring photons. Related articles, @ighting 1ethods &verview. /se cases .lossy )s diffuse. Mow backgrounds work. 1aterials that can produce caustics, .lass .lossy Eoated .lossy #hinydiffuse 1irror $ 3resnel. 8inal Gat#er 3inal gather is a caching technique to improve and complete photon mapping by gathering! after photon tracing! an appro"imation of the local irradiance by using several illumination bounces. (his information is used at render time for further interpolation! with the obvious advantage of requiring a less accurate and therefore faster! but yet physically correct! photon map. ;oise reduction in 3. renders depends on 3. samples and anti aliasing settings. ;G bounces, in a precomputed phase! determines the number of bounces for 3inal .ather rays. (he first bounce is the most important oneJ subsequent bounces have got a more modest impact on the result. ;G sa*ples, 3inal .athering samples for interpolation! the more the better! but the longer it will take to render. (he total amount of 3inal .ather sampling depends as well on anti% aliasing settings! as e"plained in this section. S(o- *ap, /seful to tune the photon map. 5hen using it! you must seek for results with a soft uniform appearance of patches! without noticeable groups of darker patches regularly distributed across surfaces! which is a hint of low%frequency noise. 5hen you have problems of density there are two options! increasing number of photons shot and bounces! or increasing radius settings. ) good well%balanced photon map is especially important for animations. Related articles, Photon 1apping. 3irst anti%aliasing pass. 6idire'tional Pat#tra'in( Bidirectional constructs rays from the camera and from light sources! and connect each others bounces with visibility rays to ensure they are mutually visible. It is more efficienct than pathtracing for caustics and indoor lighting! but variance show up as noise too. #ampling of the bidirectional rays is performed by using antialiasing settings! which means that youll need a big amount of antialiasing sampling. 3or instance! 6H )) passes " 6H )) samples would mean that >=H bidirectional samples are used. )nother strategy is using an e"treme amount of )) passes " )) samples! and stopping the render process when it is clean enough. (he more )) sampling! the more convergence to the correct solution. AA t(res(old must be 7 to sample all pi"els in every pass. (he proportion between )) passes and )) samples is irrelevant in this case for noise removal! since the whole image is resampled in every pass. (herefore! only the multiplication result matters! the higher the amount of samples! the less variation and the more noise reduction. Mowever! having all samples in one pass will likely be faster than having many passes with one sample each. Rendering a small problematic portion of the image with border rendering *,#iftJ6+ will give you an idea about how the result converges and the amount of sampling needed for the whole render. Related articles, /se cases )nti%aliasing. Render ,ettin(s Table of Content: Ray Depth. Shadow Depth and Transparent shadows. Output Gamma. Input Gamma. Clamp RGB. Clay Render. Threads. Result to Blender. Autosave. Alpha on autosave/animations. Draw render parameters. Output to XML. Anti-aliasing. Introduction. First anti-aliasing pass. Adaptive sampling. Filter type. Filter Size. Anti-aliasing strategy. General settin(s. Ray "et#. )mount of times that camera rays can be reflected in specular surfaces. #pecular surfaces in YafaRay are, S(inydiffuse +irror Glossy material. It also defines the amount of times that camera rays can get through a transparent surface. (ransparent surfaces are, S(inydiffuse with 9ransparency. Glass material. (his setting makes possible to render inter%reflections or consecutive transparent surfaces down to a certain depth. ) typical effect of insufficient ray depth is a transparent surface or a reflection being rendered black. Related articles, @ighting 1ethods &verview.
,#adow "et# and Transarent s#adows. S(ado- .ept( and 9ransparent s(ado-s work together. 9ransparent s(ado-s are shadows produced by transparent surfaces without inde" of refraction *I&R+. 9ransparent s(ado-s enabled makes it possible to produce lighting filtered by a transparent surface! as an alternative to caustics effects produced by .I methods. In YafaRay! there are two kinds of transparent materials without I&R! which are, S(inydiffuse with a 9ransparency value V 7. Glass material with ;a1e glass option enabled. ,#adow "et# controls the amount of fake transparent surfaces that shadow rays can get through to find light sources. Below there is a comparison between different ways of handling the transparent shadows issue! and where 9ransparent s(ado-s A S(ado-s dept( options might be useful. .irect lig(ting is used in all cases! although the results can be e"trapolated to the other lighting methods! which have got caustic and raytracing components, ;o method has been enabled for lighting rays to get through the transparent mesh! either from light sources *caustics+ or for raytracing shadow rays. (he mesh refraction is correctly rendered with raytracing primary rays but shadow rays *blue+ are occluded by meshes as they look for light sources Eaustic photons! emitted from an arealight! produce lighting after getting through the glass ob4ects with I&RO6.==. #uAAanes round shape can concentrate the flow of photons so a caustic map is produced with a bit of uniform density. Mowever! the prismatic glass produces a caustic map with density issues! since there isnt any concentration of the photons flow. (he other area types *sphere! mesh+ and MDR backgrounds *IB@! #unsky+ are prone to this kind of issue too. )n alternative could be enabling the ;a1e glass option! as well as 9ransparent S(ado-s with enough S(ado-s dept(. Eaustic photons arent needed here since the transparent shadows are rendered with raytracing shadow rays. (he transparent shadow produced by the prismatic glass is conveniently uniform! whereas the transparent shadow produced with #uAAanes head becomes completely unreal. )nother alternative can be using a spot light instead of area types! shooting caustic photons. (he narrower the spot beam the better. It is good for caustics because the spot light beam helps to focus and to concentrate the flow of caustic photons. ;otice the superior quality of the caustic effects in both meshes *;a1e glass and 9ransparent s(ado-s are disabled here! so its a real glass+. In this case! ob4ects use a S(inydiffuse material with 9ransparency. Eaustic photons arent needed here since transparent shadows are rendered with raytracing shadow rays. Mowever! 9ransparent s(ado-s must be enabled! and a sufficient S(ado- dept( should be set for shadow rays to get through all transparent surfaces when looking for light sources. Related articles, @ighting 1ethods &verview. Eaustic Photon 1ap. .lass 1aterial. #hinyDiffuse (ransparency.
+utut Ga00a. .amma correction performed on renders! to match gamma of the operating system. 5indows systems are calibrated for gamma >.>! while 1ac and @inu" are calibrated for 6.L. Inut Ga00a. Inverse gamma correction performed on render input! which are te"tures! shader colors and light colors! so the render engine can work internally in the linear space. .amma input value should be equal to output gamma! unless you a looking for gamma correction effects. Cla0 RG6. 5hen Elamp R.B is enabled! the color depth is reduced to a low dynamic range! for better anti% aliasing on high contrast areas. 3or instance! the anti%aliasing of visible area light sources and their reflection on specular surfaces. (he e"amples below were made by se1ont#eweb. (he upper image has got aliasing issues in areas with a strong contrast! but colors are crisp. In the lower image )la*p RG4 has been enabled. (he anti%aliasing is better but colors are duller. &ther ways of solving this issue are, Increasing the render resolution and then scaling back to the desired resolution using a good interpolation algorithm. 1ultipass rendering with render post processing. Clay Render. Produces a clay render overriding all materials. Related article, Elay Render tutorial! by Bupla. T#reads. Ray tracing is a highly paralleliAable process. 1ost data structures in a typical ray tracer can be shared by all available threads. In fact! Raytracing is among the few software fields that take real advantatge of multicore systems! the more cores the better. 5ith this setting! users can fork the rendering calculation into several simultaneously running tasks! depending on EP/ specs. Result to 6lender. 5hen this setting is enabled! apart from the render output! the image is saved as well in the 4lender 6:&2*age editor D/F. (his makes it possible to open the image in the 4lender )o*positor nodes as well D$F. /se )o*positor nodes B Add B 2nput B 2*age D<F and bro-se existing c(oices button DEF to add the YafaRay render to the Blender compositor. 1ore information about Blender composite nodes in the link below, http,--wiki.blender.org-inde".php-Doc,1anual-EompositeP;odes ?utosa1e. (he render is automatically saved in the P;. format! with a time stamp in the file name so it isnt overwritten. (he render file is located in the same folder as the Blender scene file. ?l#a on autosa1e@ani0ations. Images automatically saved with Autosave and with Render ani* are saved in the P;. format! with R.B and alpha data instead of background. Related article, Render 5indows #ettings. "raw render ara0eters. (he most important render parameters are written in a badge in the rendered image. /se this feature to compare renders and to ask for advice in the YafaRay forums. +utut to -A;. (he scene and render parameters is written in a YafaRay ?1@ file. (he ?1@ file is located in the same folder than the Blender scene file. ?nti4aliasin(. Introdu'tion. )liasing is an appro"imation error in the discrete sampling of a 'D scene. (he most usual manifestation of aliasing is 4agged edges. #ources of aliasing are, .eometry. Dery small details (e"tures Disible light sources Mighlights in specular ob4ects Eontrast between bright and dark ob4ects. #harp shadows. )nti%aliasing is a con4unt of sampling and reconstruction techniques used to mask or minimiAe the aliasing artifacts. 8irst anti4aliasin( ass. (he scene is sampled with a first pass! shooting a number of rays per every camera pi"el as specified in AA sa*ples. (hese rays! also called primary rays! are shot from the camera and intersect with the scene. (hat intersection point is the origin of several types of secondary rays. 3or instance it is the origin of shadow rays used for sampling area lights and backgrounds. It is also the origin of pathtracing random paths and final gather directional samples. )nti%aliasing samples in the first pass are therefore connected to the sampling values used in area lights! path tracing and final gathering. (he more AA sa*ples! the more intersection points as origin of secondary sampling methods. (he first anti%aliasing pass is not only reducing aliasing artifacts! it is in fact a multiplication factor for area light! path tracing and final gathering samples. @ook at the comparisons below, (he image on the left is using '> arealight samples! and 6 AA sa*ples *6 AA passes "C AA sa*ples " 6 AA inc! sa*ples! time Gs.+. (he image on the right is using 6 arealight sample and '> AA sa*ples *6 ))pass! '>"6 ))samples! >Gs.+. ;otice how the arealight soft shadows are almost equal in both images. (he number of shadow rays to sample the arealight is in fact the same in both images! but the method to achieve each of them is different! as e"plained below, &n the left! ' arealight samples and 6 image sample is used. &n the right! 6 arealight sample is used and ' image samples. (he number of shadow rays to sample the arealight is the same in both cases. Mowever! the method on the left will be always more efficient! a bit less noisy and much faster in terms of render times. 1ore e"amples below! with Photons $ 3inal gather and Pathtracing, H< 3. samples! 6 ))pass! 6"6 ))samples! S<s. 6 3. sample! 6 ))pass! H<"6 ))samples! 'S7s. 6>L Pathtracing samples! 6 ))pass! 6"6 ))samples! >HG s. 6 Pathtracing sample! 6 ))pass! 6>L"6 ))samples! GGH s. ) conclusion is that in the first pass! it is more efficient to use light sources and indirect lighting samples and a few AA sa*ples! rather than using a lot of AA sa*ples and less lighting sampling. (herefore! the number of AA sa*ples should be always low. ) great deal of the anti%aliasing work as well as much noise removal could be performed in subsequent AA passes with adaptive sampling! as e"plained in the ne"t section. Related articles, @ighting 1ethods &verview. )realight. Path tracing. 3inal .ather. (e"ture background. Darktide #unsky background. #unsky background. .lossy reflection sampling. ?dati1e sa0lin(. )nti%aliasing threshold is used to compare color of ad4acent image samples. If their color discrepancy is higher than the limit defined by AA 9(res(old! then additional samples are taken in the second and subsequent AA passes! but only in those problematic off%limit areas! without needing to sample everywhere. (his technique is called adaptive sampling. (he number of additional samples to be taken in problematic areas is defined by AA inc! sa*ples. If AA 9(res(old decreases! the number of areas needing additional sampling will increase! as well as the render time. )reas to be resampled decrease as new passes are performed and more areas get within the threshold. ) good AA 9(res(old will focus anti%aliasing and noise reduction work only on problematic areas! without resampling the whole image in every pass. If AA 9(res(old is 7! the whole image is resampled in every pass. (his render is using default 7.7= AA 9(res(old. (he white points tell us what areas are being resampled in every pass. (his render is using 7.76 AA 9(res(old. ;ot only more geometry is being resampled! but most of the arealight soft shadows as well! and some of the indirect lighting noise on the ceiling. 8ilter tye. (here are three reconstruction filters in YafaRay. (hese filters determine how multiple samples near a pi"el are blended together. (hese filters are, 4ox. 9qual weighting all samples. It is fast! but isnt efficient dealing with certain types of noise and produces post%aliasing. Gaussian. .ives good results. (ends to cause a slight blurring of the final image! but this blurring can help to mask remaining aliasing in the image. +itc(ell8=etravali. .ood results as well. Improves sharpness of the edges. Bo" filter. .aussian filter. 1itchell%;etravali filter. 8ilter ,iMe. /sers can change the siAe of the reconstruction filter. Image samples are averaged inside a bo" around a pi"el. Mow these pi"els contribute to the final pi"el value depends on the filter used. @owering AA ,ixel-idt( means that less samples will be averaged! which makes renders sharper. If AA ,ixel-idt( increases! more image samples are averaged! and the result will be blurrer. Mowever! reducing pi"el width means that the reconstruction filter is less effective against aliasing and high%frequency noise that could leak into the image. (hese issues can be solved by increasing the amount of anti% aliasing samples. >.= )) Pi"elwidth! <Gs. Default 6.= )) Pi"elwidth! =<s. 6.6 )) Pi"elwidth! L>s. ?nti4aliasin( strate(y. Based on concepts e"plained in the previous anti%aliasing sections! a good sampling strategy is divided in two steps! which are, (he bulk of noise removal! particularly low%contrast noise in dark areas! is performed in the first AA pass! acumulating samples in light sources *arealights! background+ and in indirect lighting algorithms *path tracing! final gathering+! while using only a few AA sa*ples *6 % '+ so a basic anti%aliasing is performed. (he bulk of anti%aliasing is performed with adaptative sampling! using AA 9(res(old to determine the areas to sample. )daptative sampling can also help us to remove high contrast noise on arealight shadows and areas with indirect lighting. )daptative sampling is more efficient if we use several AA passes to do it. )s some of the resampled areas get already within the AA t(res(old! a ne"t AA pass will be usually faster. (he idea is to e"change total amount of samples in the first pass *light sampling " AA sa*ples+ with adaptative sampling. If the )) (hreshold is low *less than 7.77=+! then the best technique is using one AA inc! sa*ple! and lots of AA passes. If a pi"el needs H samples to look good! and we use = AA inc! sa*ples in each pass! it means that we will use at least 67 samples in two passes to make that pi"el look good. Mowever! it we use only 6 AA inc! sa*ples! that pi"el will use 4ust H samples to look good! with the Hth. )) pass. '> 3inal .ather samples. ' )) passes. = )) samples. = )) inc. samples. 7.7= )) (hreshold. (ime 6SL s. 6H 3inal .ather samples. = )) passes. 6 )) samples. > )) inc. samples. 7.77S )) (hreshold. (ime 6>= s. 6a'k(round ,ettin(s Table of 'ontent: Mow backgrounds work. Single Color. Gradient. Texture. Darktide Sunsky. Sunsky. :ow ba'k(rounds work (here are five types of backgrounds in YafaRay. (he main purpose of the background is not only to map the scene background! but to work as a light source as well. (he background lights the scene as a spherical area light casting light inside. Mowever! background lighting is only possible with a limited set of @ighting 1ethods $ Background types,
"ire't li(#tin( Pat#tra'in( Causti' #otons Direct lighting Path tracing P#oton 0ain( diffuse and caustics 6idire'tional ,in(le 'olor
*6+ 6se bac1ground button enabled in path tracing settings. *>+ 6se 24' button disabled or a R.B te"ture is used. *'+ 6se 24' button enabled and a MDR te"ture is used. *<+ S1ylig(t and Sun options enabled. *=+ 6se bac1ground button enabled in photon mapping settings. Related articles, @ighting 1ethods &verview. ,in(le 'olor (his background casts light in a single color. It can be useful for tests and simple setups. (his background type works as a light source only in path tracing and photon mapping! by enabling the 6se bac1ground option in the Settings section. Power of the background lighting can be controlled by the background color alone! or by a combination of background color and background power. ,o-er setting is in fact a multiplier for background color.
Related articles, Path tracing. Photon 1apping. Gradient (his option calculates a background composed of four colors, two sky colors above the horiAon and two ground colors below it. (he horiAon position is calculated on camera specifications. 9ach pair of colors blend softly one each other to form a gradient. Mowever! colors ne"t to the horiAon are not blended so a clear horiAon line can be defined. (his background can be very useful for, Ealculating the correct horiAon line based on camera specifications! for compositing works. 5orking out a fake ground plane that e"tends the real ground mesh till the horiAon line! as in the e"ample below,
In this image! the background ground colors dont match the color of the mesh used as a ground. In this image! the background ground colors has been corrected so it forms a continous plane till the horiAon line. Both background ground colors are given the same color as the ground mesh. Mowever! the color used is not the mesh diffuse color! but the rendered one. (his background type works as a light source only in path tracing and photon mapping! by enabling the 6se bac1ground option in the Settings section. Power of the background lighting can be controlled by the background colors alone! or by a combination of background colors and background power. ,o-er setting is in fact a multiplier for background colors. Related articles, Path tracing. Photon 1apping. Texture (he main point of this background type is using MDR images to light the scene. #upported formats are #dr and exr. (he MDR images are loaded using Blender 9exture buttons *3H+ in 0orld mode W6X, "See belo-!!!#
&nce a te"ture is loaded! in the Blender 0orld buttons *3L+! we select the background coordinates in the 9exture and 2nput panel! depending on the MDR image loaded. #upported coordinates are Ang+ap and Sp(ere.
(ypical look of an angular MDR map! from http,--www.debevec.org- (ypical look of a spherical MDR map! from http,--hdri.'dweave.com-library-park6.php
YafaRay will use the te"ture datablock set in the Blender 0orld buttons *3L+. (he other parameters needed to configure the MDR backgrounds are located in the YafaRay settings /I! under the 0orld tab, 6se 24', 9nable this option to use the background as a light source. ) MDR image is needed. Rotation, Rotates the background. ,o-er, ) multiplier for background colors. 24' Sa*ples, Defines the amount of samples taken to calculate the soft shadows. (he more samples! the less noisy the shadows but the longer it will take to render. (he total amount of light sampling depends as well on the anti%aliasing settings! as e"plained in this section. Related articles, 3irst anti%aliasing pass. .lossy reflection sampling. 5orks with, Direct lighting. Path tracing. Photon 1apping. "arktide ,unsky #unsky is a background type that appro"imates the full spectrum of daylight for various atmospheric conditions. (he main concepts of the Darktide sunsky model are,
Turbidity 9urbidity is the haAiness of a fluid caused by individual suspended particles that are generally invisible to the naked eye! similar to smoke in air. In another words! amount of dirtiness in the sky! the higher the more yellowish-reddish the sky becomes. Recommended ranges are, *>! '+O e"ceptionally clear sky *'! =+O normal day *=! 6>+O foggy day
(urbidityO > (urbidityO = (urbidityO 67 :oriMon bri(#tness 4rig(tness of (ori3on gradient controls brightness of the horiAon relative to the sky. 'u*inance of t(e (ori3on defines width of the gradient separating the horiAon from the sky. /se similar values for both settings. Recommended ranges are, /se *7! 6.>+ when turbidity is *>! <+. /se *7.G! 6.=+ when turbidity is V =.
(urbidityO > MoriAon .radientO 7.6 @uminance of MoriAonO7.6 (urbidityO > MoriAon .radientO 7.= @uminance of MoriAonO7.= (urbidityO > MoriAon .radientO 6 @uminance of MoriAonO ,un disk Solar region intensity and 0idt( of circu*solar region are settings to control brightness and siAe of the sun disk! respectively. (he bigger these values are! the brighter and smaller the sun disk will be. (o see the sun disk! use similar values for both settings in a range of *67! <7+. You can achieve other results though! like a small sun disk but not so bright! by using different values in each setting.) brighter bigger sun means that highlights will be bigger and brighter on specular surfaces. TurbidityN $ ,olar re(ion intensityN /. Widt# of '. re(ionN /. TurbidityN $ ,olar re(ion intensityN $. Widt# of '. re(ionN $. TurbidityN $ ,olar re(ion intensityN E. Widt# of '. re(ionN /. 6a'ks'attered li(#t Backscattered light is the light scattered back by the atmosphere turbidity. In practice! higher values produce a brighter sky around a consequently smaller sun disk. (he backscattered light contributes less the lower the 9urbidity values are! though. (urbidityO > #EIO6= 5ERO>7 Backscattered lightO 6 (urbidityO > #EIO6= 5ERO>7 Backscattered lightO = (urbidityO > #EIO6= 5ERO>7 Backscattered lightO 67 ,un osition 'ontrols
;ro* "get angle#, (akes sun angle from a selected sun lamp in the Blender scene. ;ro* "get position#, (akes sun position from a selected sun lamp in the Blender scene. ;ro* "update sun#, 9"ports #un position and angle to a selected sun lamp in the Blender scene. .irection Sp(ere, Drag your mouse cursor over this sphere to interactively select the direction of the sun rays. .irection coordinates, Eoordinates for direction of the sun rays. ?ltitude 5ith this setting! we can give the camera a different altitude relative to the background center. If Altitude increases! the background horiAon lowers. (his option can be useful to render ob4ects from a camera which is above the ground level! while still getting a correct position of the background horiAon. )ltitudeO 7 )ltitudeO 7.>= )ltitudeO 7.=7 !i(#t (his feature renders the scene at night! with the #un acting as the 1oon. +t#er ,ettin(s Add real sun, ) realistic #un model is added to the scene! taking into account #un position and power settings. Sun ,o-er, Power of the #un added. Sa*ples, #amples for both the #un and the #kylight. (he more samples the less noise and the better glossy reflections! but the more render time as well. Add S1ylig(t, (he sky casts light. S1y 4rig(tness, Independent brightness control for background sky colorsJ it does not affect amount of cast light. ,o-er, 1ultiplier for background sky colors. Related articles, 3irst anti%aliasing pass. .lossy reflection sampling. 5orks with, Direct lighting. Path tracing. Photon 1apping. ,unsky #unky is a similar concept to Darktide #unsky! albeit simpler and handling colors in a different way. It is also a background type that appro"imates the full spectrum of day light for various atmospheric conditions. In these tests we have used Sun po-erO 7.=7 and S1ylig(t po-erO 6.7,
Turbidity 9urbidity is the haAiness of a fluid caused by individual suspended particles that are generally invisible to the naked eye! similar to smoke in air. In another words! amount of dirtiness in the sky! the higher the more yellowish-reddish becomes the sky. (urbidityO ' (urbidityO H (urbidityO 6> :oriMon bri(#tness A ">or4rg(t# controls brightness of the horiAon relative to the sky. (urbidityO ' ) *MorBrght+O 7.67 (urbidityO ' ) *MorBrght+O 7.H7 (urbidityO ' ) *MorBrght+O 6.'7 ;u0inan'e of (radient near t#e #oriMon 4 ">orSprd# defines width of the gradient separating the horiAon from the sky. (urbidityO ' ) *MorBrght+O 6.77 B *Mor#prd+O 7.=7 (urbidityO ' ) *MorBrght+O 6.77 B *Mor#prd+O 6.77 (urbidityO ' ) *MorBrght+O 6.77 B *Mor#prd+O 6.=7 ,un 6ri(#tness and ,iMe ) "Sun4rg(t# and . "Sunsi3e# are settings to control brightness and siAe of the sun area! respectively. (he bigger these values are! the brighter and bigger the sun area will be. ) brighter and bigger sun means that highlights will be bigger and brighter on specular surfaces. E *#unBrght+O 7.> D *#unsiAe+O 7.> E *#unBrght+O 7.H D *#unsiAe+O 7.> E *#unBrght+O 6.7 D *#unsiAe+O 7.> 6a'k s'attered li(#t E "4ac1lig(t# is the light scattered back by the atmosphere turbidity. In practice! higher values produce a brighter sky around the sun disk. (he backscattered light contributes less the lower the 9urbidity values are! though. (urbidityO = 9 *Backlight+O 7.= (urbidityO = 9 *Backlight+O > (urbidityO = 9 *Backlight+O = ,un osition 'ontrols ;ro* "get angle#, (akes sun angle from a selected sun lamp in the Blender scene. ;ro* "get position#, (akes sun position from a selected sun lamp in the Blender scene. ;ro* "update sun#, 9"ports #un position and angle to a selected sun lamp in the Blender scene. .irection Sp(ere, Drag your mouse cursor over this sphere to interactively select the direction of the sun rays. .irection coordinates, Eoordinates for direction of the sun rays. +t#er ,ettin(s
Add real sun, ) realistic #un model is added to the scene! taking into account #un position and power settings. Sun ,o-er, Power of the #un added. Sa*ples, #amples for both the #un and the #kylight. (he more samples the less noise and the better glossy reflections! but the more render time as well. Add S1ylig(t, (he sky casts light. ,o-er, 1ultiplier for background sky colors. Related articles, 3irst anti%aliasing pass. .lossy reflection sampling. 5orks with, Direct lighting. Path tracing. Photon 1apping. Bolu0etri's By Y wiAofboA Table of 'ontent: Introduction. The Basics. Workflow. Volume types. Volume Integrator. Step Size. Other Volume Integrator Settings. Examples. Volume Regions. Volume Region tips. Absorption and Scattering. Examples. Volume Region Types. UniformVolume ExpdensityVolume Example NoiseVolume NoiseVolume Settings The NoiseVolume Texture
Introdu'tion. YafaRays volumetric features provide a simulation of light interacting with particles suspended in a region of space. ) common volumetrics scenario is the 0beam of light0 effect! for e"ample when light enters a dusty room through a window creating a visible shaft of light. YafaRay uses a realistic physics%based model to render volumetrics! and provides a basis for creating not 4ust believable beams of light! but also smoke! clouds! fog! and other volumetric effects.
I0ortant, /se P;. or any other lossless format to save renders with volumetrics. BP. compression kills volumetrics detail. T#e 6asi's. (his section gives a brief overview of rendering volumetrics in YafaRay. #pecific parameters and settings are covered in subsequent sections. Workflow. (here are several basic steps necessary to render volumetrics in YafaRay. ) brief outline of the workflow is, 1. In the 0orld tab of the YafaRay /I select the single scatter integrator in the volume integrator settings. >. Ereate a bo"%shaped ob4ect *the volume region+ in the scene to act as a container for the volumetric effect. 3. 5ith the volume region ob4ect selected go to the $b%ect&'ig(t&)a*era tab of the YafaRay /I and activate the Enable volu*e button. <. 9nsure at least one light source in the scene illuminates the volume region. Bolu0e Tyes. )n important characteristic governing the final appearance of volumetric media is density. It is intuitively clear that a greater particle density in a volume region equates to a more pronounced volumetric effect. )lso! a method to control density is needed to render effects such as clouds or smoke! which have a variable density. #o in YafaRay there are three different volume types for a region based on how density is controlled, 6nifor*:olu*e, a uniform density volumetric effect! useful for dust! fog! mist! etc. Exp.ensity:olu*e, like a /niformDolume! but decreases the density of the volume as height *in positive A direction+ increases. /seful for ground fog! etc. =oise:olu*e, lets a blender procedural te"ture control the density of the volume! good for clouds! smoke! etc. ;ote that this method must be considered a 0fake0 compared to a realistic cloud or smoke density simulator that is unavailable in YafaRay. &ne of these volume types can be selected for the volume region once Enable volu*e is selected.
I0ortant, when using ;oiseDolumes the blender te"ture used must be called (9myte"! so that the te"ture setup looks like this, If this e"act name is not used blender will crash during the render process and all work will be lost. (his limitation will be removed in the future. (he following sections discuss volumetric settings and parameters in detail. Bolu0e Inte(rator. (he volume integrator settings are located in the 0orld tab of the Yafaray /I! underneath the background settings. (he settings here for the #ingle #catter integrator pertain to the global precision of volumetric calculations. (hese settings have a considerable impact on render speed! and so they are important to control the balance of speed versus quality. ,te ,iMe. (his parameter is the main control for the precision of volumetric rendering. Eonsider the following e"ample setup with a volume! a camera! and a light source, "See i*age belo-!!!# 5hen a viewing ray shot from the camera *the blue lines+ intersects a volume! the portion of the ray inside the volume is subdivided into 0steps!0 with the length of each step being the value of the step siAe parameter *in blender units+. )t each step shadow rays are traced to all the light sources in the scene *the red line+ to determine how much light reaches the step! and then from this information the total light contribution to the viewing ray is computed. (his calculation at each step is called attenuation. #o the following conclusions about step siAe can be drawn, Decreasing the step siAe value means more steps along the viewing ray and more attenuation calculations. (his leads to a more accurate result! at the e"pense of increased render times. @onger viewing ray segments inside a volume have more steps and therefore require more attenuation calculations than shorter ray segments. +t#er Bolu0e Inte(rator ,ettin(s. Mere are the rest of the volume integrator settings, Adaptive, optimiAes stepping calculations for ;oiseDolumes! resulting in reduced render times for certain situations. (here is no visual change to the render result by using this option. $pti*i3e, attenuation calculations can be computationally e"pensive for certain volumes. (his setting speeds this process by precomputing attenuation in the entire volume at a 'd grid of points. (hese results are then interpolated and used as attenuation values at each step of a viewing ray! rather than calculating attenuation directly at this point. (his function is very helpful for reducing render times for ;oiseDolumes and 9"pDensityDolumes. Att! Grid Resolution, since the attenuation grid is an estimation! lower values can result in reduced detail in shaded areas. 3or many volumes a value of > or ' is sufficient! but for darker ones a higher value may be necessary. Exa0les. (he volume on the left is grainy because the step siAe is too high *7.=+. ) lower step siAe on the right *7.6+ corrects the issue! but is of course slower *four times slower in this case+. Dolumes with Att! Grid Resolution of 6! '! and =! plus another with $pti*i3e off for reference. ;otice the improved shading detail with higher grid resolutions. 9ven at a grid resolution of = the render time was about one third compared to the render without $pti*i3e on. 3or reference! the te"ture settings used for the ;oiseDolumes in the previous e"amples are shown below, Bolu0e Re(ions. (he volume region defines the general shape and characteristics of a volumetric effect. Dolumetrics only occur inside of a volume region! allowing control over placement of a volumetric effect in a scene. 5hen a volume region is the active ob4ect in a scene the volume settings in the $b%ect&'ig(t&)a*era tab of the YafaRay /I control specific aspects of how a volume renders. Bolu0e Re(ion Tis. #ome quick notes on volume regions, (he siAe of a volume region has a direct effect on render times. 3rom the discussion on step siAe it is clear that a bigger volume requires more steps along a viewing ray and more attenuation calculations than a smaller volume. #o it is important for efficient rendering of volumetrics that the volume region be as small as possible. )s noted earlier! volume regions cannot be rotated in a scene. (he edges of the volume region ob4ect must remain aligned with the global coordinate a"es. ?bsortion and ,'atterin(. (he volume region settings in the &b4ect-@ight-Eamera tab control specific qualities related to the look of a volumetric effect. 9ach type of volume region */niformDolume! 9"pDensityDolume! ;oiseDolume+ may have its own unique set of parameters! but every volume region type has parameters controlling two fundamental properties %% absorption *sig*a?a+ and scattering *sig*a?s+. sig*a?a *absorption+, some volumes absorb a certain amount of light that they receive! for e"ample black smoke from a fire e"hibits a lot of absorption. sig*a?s *scattering+, scattering occurs when light traveling along a path encounters a particle in a volume and is redirected to a new path. #cattering affects how the camera detects light in two ways, light rays heading towards the camera can be redirected away from the camera! and light rays not originally aimed at the camera can be scattered in its direction. (he 0beam of light0 effect is the result of light being scattered towards the camera. Exa0les. &n the left is a volume with only absorption *sig*a?a O 7.=+! and has a dark smoky appearance. &n the right is the same volume but with scattering added *sig*a?s O 7.7=+! and has a denser! more comple" look. 3or reference! these are the te"ture settings used to create the previous e"ample image. (hese show the effect of scattering on light from spot lights. ;otice how the the monkey ob4ect blocks light from the lamps! creating a shadowed area in the visible cone of light. )lso note the interaction of the colored lamps in the volume. (hese show the result of area lights in a volume. Mere light from the area lamps is scattered widely across the volume. Bolu0e Re(ion Tyes. (his section discusses the different types of volume regions! including parameters and workflow specific to a particular volume type. Unifor0Bolu0e. (he /niformDolume type provides a basic uniform density volumetric effect within the volume region. (he parameters for the /niformDolume are limited to controls for absorption and scattering. (hese parameters were discussed in a previous section. Ex"ensityBolu0e. (he 9"pDensityDolume defines a density within the volume region that decreases with increased height *in the direction of the positive A%a"is+. (his decrease is an e"ponential rate of decay! controllable using the two parameters (eig(t and steepness. (his volume type is useful for effects such as ground fog where the effect is most pronounced close to the ground. In addition to parameters for absorption and scattering! the 9"pDensityDolume has the following settings, (eig(t, controls the density of the volume before it starts to fall off. Bigger height values will result in a denser volumetric effect close to the ground. steepness, controls how quickly the density falls off. Migher steepness values will result in a quicker transition between the areas of ma"imum density and no density. Exa0les. In the above e"ample M is height and # is steepness. ;otice that increasing the value for height results in a denser volumetric effect near the floor! while decreasing the value for steepness results in a longer and slower transition from dense to not dense. !oiseBolu0e. (he ;oiseDolume type allows the density of the volume to be controlled by a blender procedural te"ture. YafaRay translates the intensity values of a blender te"ture into density! with darker values on the te"ture corresponding to lower density and lighter values corresponding to higher density. (his provides a method to appro"imate the look of different variable%density effects such as steam! smoke! clouds etc. !oiseBolu0e ,ettin(s. (he ;oiseDolume has the following unique parameters, S(arpness, controls how sharp a ;oiseDolume looks at the border between areas of high and low density. 5ith higher values of sharpness a ;oiseDolume will look crisper and more distinct at the edges. )over, has the effect of defining what percentage of a procedural te"ture maps to Aero density. )s values for cover decrease from 6! a greater percentage of the te"tures lowest intensity values map to Aero density! creating a sparser volumetric effect with more empty spaces. .ensity, a global density multiplier. )t the default density value of 6 a procedural te"ture can sometimes correspond to densities too high or too low to give a useful output. )d4usting this density parameter can bring the result back to a workable range. (he above e"ample illustrates the effect of both the sharpness and cover parameters *#Osharpness! EOcover+. 3or those interested! the te"ture settings used to create this e"ample volume are included below, T#e !oiseBolu0e Texture. (he blender procedural te"ture used to control the density of a ;oiseDolume is the primary control for how this volume type looks. 3irst! even though this information was mentioned earlier! it is so important that it will be repeated, Important, when using ;oiseDolumes the blender te"ture used must be called (9myte"! so that the te"ture setup looks like this, If this e"act name is not used blender will crash during the render process and all work will be lost. (his limitation will be removed in the future. )ll settings relevant to the use of a procedural te"ture for a ;oiseDolume can be found in blenders te"ture buttons panel *3H+. )ny procedural te"ture supported by YafaRay can be used as a te"ture for a ;oiseDolume. 1ore information on YafaRay and procedural te"tures is available in the Procedural (e"tures section of the manual.