[Bf-cycles] uv coordinates in Cycles standalone

Guillaume Rouault guillaume.rouault.fx at gmail.com
Wed Dec 9 22:42:13 CET 2015


I couldn't find a file named blender_mesh.cpp in the sources I have.
And I think it would mainly give me some infos on how to format the mesh in
the xml object file. but my main issue, I think, is at the shader level in
the scene xml file, using the standalone XML API . How do I force the
shader to use uv coordinates provided on the mesh ?

Now that I think of it, there are no examples using uv mapped objects in
the /examples folder, at least nothing using coordinates generated during
modeling.  Is it even supported at this stage in the standalone version ?

Guillaume

On Wed, Dec 9, 2015 at 10:19 PM, Mohamed Sakr <3dsakr at gmail.com> wrote:

> in blender_mesh.cpp, find attr_create_uv_map() function and see how they
> create UVs
>
> On Wed, Dec 9, 2015 at 10:26 PM, Guillaume Rouault <
> guillaume.rouault.fx at gmail.com> wrote:
>
>> 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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>>
>>
>
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