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Using the same model from my previous V-Ray render of “The White Room,” …no problem at all when converting the materials to YafaRay–just some minor tweaks. What I like in YafaRay renderer are the soft shadows it produce from photon mapping. YafaRay’s strength lies on the right settings, and can produce great results like V-Ray.
The odd thing is if I change the glossy to a not-so-glossy in the material setting, it produces a black dot[s] like this sample:
Here’s the test render:
Hmmmm..it’s a bug. Checking the ‘Use photon map’ on the material’s setting, disabled the black dots I’m seeing.
See the test render:
The black dots are gone. I rendered the scene in maximum resolution (1920 x 1280 pixels) with 5000000 diffuse photons, final gather at 16 samples, etc.., and the time it rendered–7hours+.
Here’s the final render with compositing.
In almost 3 months of learning, I guess UV mapping in Blender is much easier to understand than in Maya’s UV, but modeling is a plus for me in Maya when it comes to polygons, bridge loops, and adding vertices. What lacks in Maya is the inset tool in Blender.
BEFORE: Original render in YafaRay
AFTER: Using Blender’s Compositing Nodes.
Testing IOR of 2.417 in Blender material, rendered in YafaRay Direct lighting with HDRI environment.
UPDATE (March 10, 2016):
Software: Blender 2.76b
Here’s a new render sample from the new YafaRay render engine, YafaRay-E v2.1.1.
Somehow, the old YafaRay Blend file doesn’t render, and the affected settings are the World, and the Area lights. Anyway, the conversion was easy.
Blend File: Diamonds Blender File
Sample render from YafaRay-E v2.1.1:
At first, I tested the Indigo and Luxrender using the glass materials, and it takes ages to render. They are great renderers, and with YafaRay with the right settings, it can also create great images, and fast.
The glass mugs are modeled using Blender and here’s the Direct light setting for me:
Direct Lighting setting:
Here’s the Photon Mapped render:
Photon Mapping setting:
For added effects I composite the photon mapped exr image file in Blender by adding glow.
Therefore, the Direct Lighting can also produce nice render in a fastest time with the right AO settings, and less noise. The Photon Mapping method is more of a bouncing light, thus produce more realism imagery.
Here’s another effect using YafaRay’s render engine and the 3D modeling software Blender ver. 2.64a.
Using photon mapping at 64 samples, and a depth of field (bokeh effect), it rendered 8hr 54min. on my Mac mini. I guess, the depth of field takes time to render in YafaRay at a size of 1536 x 864 pixels, but in normal rendering it takes less time.
The interior model was from David Nyul, and used the Indigo (ver 3.2) engine at 25 hours rendering time. I use this model to test the YafaRay engine (a free open-source raytracing engine), though, some textures are missing from the original model of Blender. I added some changes, and also the lighting ‘coz Indigo’s setup is different from YafaRay. The hardware I’m using is Mac Mini (mid 2010) model.
I added plants, additional woods at stairs, bump to the textures, and changes for the uv mapping.
With the same camera settings, I rendered first in clay setting for ambient occlusion (render time: 7 min.)
And the second render, I use ‘photon mapping’ (render time: 38 min.)
The problem with YafaRay, some (or all?) compositing nodes are disabled. Maybe, I’ll have to check that later. Instead of going to image editor, I use the files ‘exr’ to combine these passes in Blender compositing. So here’s the result using the default Blender Internal engine (render time: in secs):
Using the compositing in Blender Internal render, added streak of lights from the exr image file from a photon mapped render.