07-06-2013, 07:38 AM
Hi povmaniac, I'm playing with lights and I'm get two different errors:
1) a camera view error here, I've rolled the mouse wheel only one step forward: 2.a) by using Photom mapping (GI) with default values I'm getting the error message: "Rendering Job returned: 5" Just if I check the option "Soft Shadows Sample" for the spot light in the scene (led_light_spot). The render is ~29% when it crashes. 2.b) by using S. Progressive Photom mapping the export process is interrupted by a crash. I think these two first errors are related to Yafaray. Thanks _____ Here is the scene for your test: Led-SpotLight-cam_issue.zip You can use the Windows->Saved Views to direct access to the camera position (Very close to the LED)
07-18-2013, 07:40 AM
Hey...
I return after some days of 'total' vacations.. I want upload the last compiled file very soon. Greetings.
The Universe is an infinite equation
07-19-2013, 07:16 PM
Micheus,
I am still very busy with other things. This may not be the problem that caused the white render after one step forward and you may already be aware.... The framing of the rendered image is affected by the size of the geometry window. To get a 800x600 render I set the geometry window to 400x300 to get proper framing... oort
Hi povmaniac,
I'm experiencing a situation where the material of many objects is automatically created (Body->Vertex Attributes->Colors to materials). So, the main color attribute (diffuse) is assigned to that material property at the main session (not for renders ones). By using a diffuse color settings for the render session as we have for Yafaray can become a big problem. Think about changing that information for all these 23,104 balls... I got this image from Kerkythea render
08-31-2013, 06:49 PM
Select all objects, select material and click 'Assign to selection'..?
The Universe is an infinite equation
09-01-2013, 03:15 AM
(08-31-2013, 06:49 PM)povmaniac Wrote: Select all objects, select material and click 'Assign to selection'..?No. That is the inverse what I'm doing. I used the vertex color to create the materials - the operation I took about before. And if you pay attention, almost every ball has a different color - so, material too. It`s almost impossible to edit each one in order to set a render material. But, by considering the existence of a default material for each render, all these balls can use that definition when the new material is created - but using the global diffuse color generated by the command I took before.
09-01-2013, 08:27 AM
I have not even the most remote idea of like doing that. I am sorry. I am not a user of Wings3d advanced..
The Universe is an infinite equation
09-01-2013, 06:30 PM
Micheus,
I too am having trouble understanding what you want changed. When I use Vertex Attributes > Colors to Materials, the Material Properties > YafaRay Options > Diffuse Color is the same as the main color attribute diffuse color. Is this not happening for you? Maybe a video is needed to show what you are trying to do??? oort
09-01-2013, 06:42 PM
(09-01-2013, 06:30 PM)oort Wrote: When I use Vertex Attributes > Colors to Materials, the Material Properties > YafaRay Options > Diffuse Color is the same as the main color attribute diffuse color.Ok, I will check again if I`m doing something wrong. :/ Maybe I`m mix things just because we have two places for setting diffuse in the same dialog. Pov-ray and Kerkythea just use the main one. |
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