David,
I may be wrong but I think you need to add the render pass setting in the code below: I think it would go at the bottom of the list to be in sequence. I may be wrong since I have not worked on the code in so long.
Would it be better to list the type of pass and then set the passes for each type? That would make the list shorter since the user could choose Basic and then choose Shadow and then set that variable to pass number 2 or any other. Just a thought. I am not sure I understand how this feature in YafaRay works.
oort
I may be wrong but I think you need to add the render pass setting in the code below: I think it would go at the bottom of the list to be in sequence. I may be wrong since I have not worked on the code in so long.
Would it be better to list the type of pass and then set the passes for each type? That would make the list shorter since the user could choose Basic and then choose Shadow and then set that variable to pass number 2 or any other. Just a thought. I am not sure I understand how this feature in YafaRay works.
oort
Quote:%% Export Render Options Dialog Settings
export_prefs() ->
RenderPass =
lists:foldl(fun(N, Acc) ->
Acc++[{{pass,N},?DEF_RENDER_PASS}]
end, [], listseq(1,32)),
[{subdivisions,?DEF_SUBDIVISIONS},
{keep_xml,?DEF_KEEP_XML},
{render_pass,?DEF_RENDER_PASS},
{threads_number,?DEF_THREADS_NUMBER},
{threads_auto,?DEF_THREADS_AUTO},
{lighting_method,?DEF_LIGHTING_METHOD},
{use_caustics,?DEF_USE_CAUSTICS},
{caustic_photons,?DEF_CAUSTIC_PHOTONS},
{caustic_depth,?DEF_CAUSTIC_DEPTH},
{caustic_mix,?DEF_CAUSTIC_MIX},
{caustic_radius,?DEF_CAUSTIC_RADIUS},
{do_ao,?DEF_DO_AO},
{ao_distance,?DEF_AO_DISTANCE},
{ao_samples,?DEF_AO_SAMPLES},
{ao_color,?DEF_AO_COLOR},
{pm_diffuse_photons,?DEF_PM_DIFFUSE_PHOTONS},
{pm_bounces,?DEF_PM_BOUNCES},
{pm_search,?DEF_PM_SEARCH},
{pm_diffuse_radius,?DEF_PM_DIFFUSE_RADIUS},
{pm_caustic_photons,?DEF_PM_CAUSTIC_PHOTONS},
{pm_caustic_radius,?DEF_PM_CAUSTIC_RADIUS},
{pm_caustic_mix,?DEF_PM_CAUSTIC_MIX},
{pm_use_fg,?DEF_PM_USE_FG},
{pm_fg_bounces,?DEF_PM_FG_BOUNCES},
{pm_fg_samples,?DEF_PM_FG_SAMPLES},
{pm_fg_show_map,?DEF_PM_FG_SHOW_MAP},
{pt_diffuse_photons,?DEF_PT_DIFFUSE_PHOTONS},
{pt_bounces,?DEF_PT_BOUNCES},
{pt_caustic_type,?DEF_PT_CAUSTIC_TYPE},
{pt_caustic_radius,?DEF_PT_CAUSTIC_RADIUS},
{pt_caustic_mix,?DEF_PT_CAUSTIC_MIX},
{pt_caustic_depth,?DEF_PT_CAUSTIC_DEPTH},
{pt_samples,?DEF_PT_SAMPLES},
{sppm_photons,?DEF_SPPM_PHOTONS},
{sppm_bounces,?DEF_SPPM_BOUNCES},
{sppm_search,?DEF_SPPM_SEARCH},
{sppm_radius,?DEF_SPPM_RADIUS},
{sppm_times,?DEF_SPPM_TIMES},
{sppm_passes,?DEF_SPPM_PASSES},
{sppm_ire, ?DEF_SPPM_IRE},
{volintegr_type,?DEF_VOLINTEGR_TYPE},
{volintegr_adaptive,?DEF_VOLINTEGR_ADAPTIVE},
{volintegr_optimize,?DEF_VOLINTEGR_OPTIMIZE},
{volintegr_stepsize,?DEF_VOLINTEGR_STEPSIZE},
{use_sss,?DEF_USE_SSS},
{sss_photons,?DEF_SSS_PHOTONS},
{sss_depth,?DEF_SSS_DEPTH},
{sss_scale,?DEF_SSS_SCALE},
{sss_singlescatter_samples,?DEF_SSS_SINGLESCATTER_SAMPLES},
{raydepth,?DEF_RAYDEPTH},
{gamma,?DEF_GAMMA},
{bias,?DEF_BIAS},
{exposure,?DEF_EXPOSURE},
{transparent_shadows,?DEF_TRANSPARENT_SHADOWS},
{shadow_depth,?DEF_SHADOW_DEPTH},
{render_format,?DEF_RENDER_FORMAT},
{exr_flag_float,false},
{exr_flag_zbuf,false},
{exr_flag_compression,?DEF_EXR_FLAG_COMPRESSION},
{aa_passes,?DEF_AA_PASSES},
{aa_minsamples,?DEF_AA_MINSAMPLES},
{aa_jitterfirst,?DEF_AA_JITTERFIRST},
{aa_threshold,?DEF_AA_THRESHOLD},
{aa_pixelwidth,?DEF_AA_PIXELWIDTH},
{clamp_rgb,?DEF_CLAMP_RGB},
{aa_filter_type,?DEF_AA_FILTER_TYPE},
{background_color,?DEF_BACKGROUND_COLOR},
{save_alpha,?DEF_SAVE_ALPHA},
{background_transp,?DEF_BACKGROUND_TRANSP},
{background_transp_refract,?DEF_BACKGROUND_TRANSP_REFRACT},
{lens_type,?DEF_LENS_TYPE},
{lens_ortho_scale,?DEF_LENS_ORTHO_SCALE},
{lens_angular_circular,?DEF_LENS_ANGULAR_CIRCULAR},
{lens_angular_mirrored,?DEF_LENS_ANGULAR_MIRRORED},
{lens_angular_max_angle,?DEF_LENS_ANGULAR_MAX_ANGLE},
{lens_angular_angle,?DEF_LENS_ANGULAR_ANGLE},
{bokeh_use_QMC,?DEF_USE_QMC},
{width,?DEF_WIDTH},
{aperture,?DEF_APERTURE},
{bokeh_type,?DEF_BOKEH_TYPE},
{height,?DEF_HEIGHT},
{aperture,?DEF_APERTURE},
{bokeh_bias,?DEF_BOKEH_BIAS},
{bokeh_rotation,?DEF_BOKEH_ROTATION},
{dof_distance,?DEF_DOF_DISTANCE}] ++ RenderPass.