[Bf-cycles] uv coordinates in Cycles standalone

Guillaume Rouault guillaume.rouault.fx at gmail.com
Wed Dec 9 21:26:30 CET 2015


Hi,

I can't find any infos on uv coordinates for cycles standalone. As of now,
I haven't been able to render an object with the correct uvs. I can see a
texture, but it's mapped to every triangle on the mesh.

I searched the xml api , and came up with that setup :


*<!-- floor shader-->*
*<shader name="floor" >*
* <diffuse_bsdf name="diffuse" roughness="0.05" color="1.0, 1.0, 1.0" />*
* <glossy_bsdf name="glossy" roughness="0.05" color="0.2, 0.2, 0.2" />*

* <texture_coordinate name="uv" />*
* <image_texture name="tex" src="./maps/aaa.jpg" />*
* <add_closure name="mix" />*
* <fresnel name="fresnel" />*
* <connect from="fresnel fac" to="glossy color" />*

* <connect from="uv uv" to="tex vector" />*
* <connect from="tex color" to="diffuse color" />*


* <connect from="diffuse bsdf" to="mix closure1" />*
* <connect from="glossy bsdf" to="mix closure2" />*
* <connect from="mix closure" to="output surface" />*
*</shader>*


Am I on the right path ?
Are there any examples or infos on uvs somewhere ?
Actually, on my meshes,  I don't even know if I have to export uv coords as
vector2  (uv) , or vector3 (uvw) ?


*Guillaume*
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