[Bf-cycles] uv coordinates in Cycles standalone

Jasper Kindt jasper.kindt at gmail.com
Tue Dec 29 13:48:09 CET 2015


Hello Guillaume,

Did you use the mapping node in the mesh's shader material to generate uv
coordinates?

It's the reason I contributed to cycles standalone.

Sincerely,

JK

On 29 December 2015 at 13:31, Sergey Sharybin <sergey.vfx at gmail.com> wrote:

> Ok, seems i'll have to look into this in details. Will do it later.
>
> Do you mind report the issue to our bug tracker [1] under the Cycles
> project? Attaching your simple .xml and textures you're using will make
> troubleshooting even easier :)
>
> [1] https://developer.blender.org/
>
> On Tue, Dec 29, 2015 at 2:12 PM, Guillaume Rouault <
> guillaume.rouault.fx at gmail.com> wrote:
>
>> Sorry I didn't take time to answer you before.
>>  I did add the line to increment index_offset in the code. It compiled
>> fine, and the uv "stuttering" seems to be gone.
>> It seems a lot more logical like that.
>> But still, my uvs are messed up. First polygon is alright, but anything
>> after that is messed up. I must do something wrong.
>> I spent way to much time trying to export uvs in the right way, when they
>> couldn't even be rendered correctly by cycles standalone.  And now I wonder
>> if there are some other problems with in the source code.
>>  I don't think I will try again unless I see an image with working uvs ,
>> rendered with the standalone using XML API. ( I guess I am sort of giving
>> up there .... )
>> The fact that motion blur is not available yet is also a big issue to me.
>>
>> Anyway, this little adventure has taught me a lot already. Unfortunately
>> my C++ skills are pretty bad. So I'm looking forward to see what awesome
>> stuff you guys will give us.
>>
>> Guillaume Rouault
>>
>> On Wed, Dec 23, 2015 at 12:45 PM, Sergey Sharybin <sergey.vfx at gmail.com>
>> wrote:
>>
>>> This indeed seems weird and form quick glance we have to increase
>>> index_offset by nverts[i] at the end of the outer loop.
>>>
>>> WOuldn't have time until weekend to look deeper, mind testing such a
>>> modification and telling if it all works correct after the change?
>>>
>>> On Wed, Dec 16, 2015 at 1:30 AM, Guillaume Rouault <
>>> guillaume.rouault.fx at gmail.com> wrote:
>>>
>>>> When I look at the code here :
>>>>
>>>> https://developer.blender.org/diffusion/C/browse/master/src/app/cycles_xml.cpp;65ff373f0c71c043dd7b5632580501f1fc4bea7e$959
>>>>
>>>> what I understand is that triangles are created from the provided Ngons
>>>> , and the same is done with the uvs below.
>>>> So data should be as simple as :
>>>> - a list of vertices
>>>> - a list of corresponding uvs.
>>>>
>>>> UV="
>>>> 0.0 0.0
>>>> 1.0 0.0
>>>> 1.0 1.0
>>>> 1.0 0.0
>>>> "
>>>> nverts="4"
>>>> verts="0 1 2 3"
>>>>
>>>> and indeed, it works with a simple plane with 4 vertices.
>>>> Problems come when I add a second polygon. What ever I do , the second
>>>> polygon invariably gets the same coords as the first one. Thas, I REALLY
>>>> don't understand.
>>>>
>>>> In cyles_xml.cpp where the uvs are created:
>>>>
>>>> /* loop over the triangles */
>>>>  index_offset = 0;
>>>> ...
>>>> ....
>>>> , is it normal that this variable index_offset is never incremented
>>>> during the loop?  Isn't looping over the same polygon over and over ?
>>>> (which would explain the uv "repetition" )
>>>> Can somebody confirm if I am right or wrong ?
>>>>
>>>>
>>>> Guillaume
>>>>
>>>> On Tue, Dec 15, 2015 at 4:00 PM, Nathan Letwory <nathan at mcneel.com>
>>>> wrote:
>>>>
>>>>> -----BEGIN PGP SIGNED MESSAGE-----
>>>>> Hash: SHA256
>>>>>
>>>>> Hi Guillaume,
>>>>>
>>>>> Ah, I forgot that in my XML importer implementation (C#) I convert
>>>>> quads to triangles. I'm looking at nverts, then if it is 4 I add two
>>>>> triangles instead of one quad. Excuses about that.
>>>>>
>>>>> I don't know precisely how the C++ XML import is written, you'll have
>>>>> to check the code for that.
>>>>>
>>>>> /Nathan
>>>>>
>>>>> On 14/12/2015 18:02, Guillaume Rouault wrote:
>>>>> > Hi again,
>>>>> >
>>>>> > @Nathan, you mentionned to me somewhere that uvs a listed by
>>>>> > triangles, but in the example file you gave me:
>>>>> >
>>>>> https://github.com/jesterKing/CCSycles/blob/master/tests/objects/uv_cu
>>>>> be.xml
>>>>> <https://github.com/jesterKing/CCSycles/blob/master/tests/objects/uv_cube.xml>
>>>>> >
>>>>> >  uvs are clearly listed by squares ( 6 of them of course)
>>>>> >
>>>>> > To be honest, I have really hard time exporting my uvs from
>>>>> > houdini. I've tried a lot of things already, and nothing seems to
>>>>> > work, I am on the verge of giving up frankly, which would be a
>>>>> > shame, because uvs are my last main issue, I have almost a basic
>>>>> > working solution for simple animations rendering with houdini.
>>>>> >
>>>>> > Guillaume
>>>>>
>>>>>
>>>>> - --
>>>>> Nathan Letwory
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>>>>> -----END PGP SIGNATURE-----
>>>>> _______________________________________________
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>>>>>
>>>>
>>>>
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>>>
>>>
>>> --
>>> With best regards, Sergey Sharybin
>>>
>>> _______________________________________________
>>> Bf-cycles mailing list
>>> Bf-cycles at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-cycles
>>>
>>>
>>
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>>
>
>
> --
> With best regards, Sergey Sharybin
>
> _______________________________________________
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> http://lists.blender.org/mailman/listinfo/bf-cycles
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>
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