This thread is intended to help people like me - without any experience with Yafaray - to understand how to set for yafaray some materials we are used to get it easy in Kerkythea.
Here is the simple scene I was using for my tests (without no luck):
Bellow is the look I was first looking for. I rendered it in Kerkythea with not much effort.
Render method: PhotonMap-High AA 0.3
Wall material: Matte/Phong
Star material (tweaked in KT):
#1Matte/Phong (white Diffuse)
#2Dielectric/Glass (white Reflection/IOR 1.6/Fresnel)
#3Matte/Phong (red Specular/Spec.Attenuation Fresnel/Shininess 15.0/Spec. Sampling)
Point Lights (Omni) with Soft Shadows activated with a radius of 1.2.
Bellow are the results I can get just varying the render method.
The materials are the Shine Diffuse
Point Light#1: Power 100%
Point Light#2: Power 85%
Point Light#3: Power 85%
DirectLight
PhotonMap GI
PathTracing
Bidirectional PathTracing
SPPM
So, I couldn't get a good enlighten scene without "extrapolation" the light power as well I couldn't get the star shinning.
I hope this can help us to start the proposed discussion.
Thanks
Here is the simple scene I was using for my tests (without no luck):
Bellow is the look I was first looking for. I rendered it in Kerkythea with not much effort.
Render method: PhotonMap-High AA 0.3
Wall material: Matte/Phong
Star material (tweaked in KT):
#1Matte/Phong (white Diffuse)
#2Dielectric/Glass (white Reflection/IOR 1.6/Fresnel)
#3Matte/Phong (red Specular/Spec.Attenuation Fresnel/Shininess 15.0/Spec. Sampling)
Point Lights (Omni) with Soft Shadows activated with a radius of 1.2.
Bellow are the results I can get just varying the render method.
The materials are the Shine Diffuse
Point Light#1: Power 100%
Point Light#2: Power 85%
Point Light#3: Power 85%
DirectLight
PhotonMap GI
PathTracing
Bidirectional PathTracing
SPPM
So, I couldn't get a good enlighten scene without "extrapolation" the light power as well I couldn't get the star shinning.
I hope this can help us to start the proposed discussion.
Thanks