[Bf-cycles] Cycles standalone textures

laurent.boiron at dunwich.fr laurent.boiron at dunwich.fr
Thu Apr 21 19:49:56 CEST 2016


Hi,

I am trying to render a textured plane with cycles standalone but the 
result I obtain is not what expected.
Image pixels seams to be incorrectly loaded in memory.

Does anybody already encountered the same problem ?

Screenshot here:
https://framapic.org/MOPBgUbmpf5o/SZbdOXMCjZ4i.jpg

And here is the xml scene I used:

<cycles>
<film width="500" height="500"/>
<transform matrix="1.0 3.6591823321385775e-19 6.984919309616089e-10 0.0
                    -9.351243737687476e-19 1.0 8.149072527885437e-10 0.0
                    6.984919309616089e-10 8.149072527885437e-10 -1.0 0.0
                    0.0 0.0 6.769496440887451 1.0">
<camera type="perspective" nearclip="0.10000000149011612" 
farclip="100.0" fov="49.13434207760448" sensorwidth="32.0" 
sensorheight="18.0"/>
</transform>

<background name="World.006">
<color name="Colorcafcf" value="0.050876 0.050876 0.050876"/>
<value name="Strengthebddf" value="1.000000"/>
<background name="Background"/>
<connect from="Background Background" to="output Surface"/>
<connect from="Colorcafcf Color" to="Background Color"/>
<connect from="Strengthebddf Value" to="Background Strength"/>
</background>

<transform matrix="1.0 0.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 0.0 1.0 0.0 
-2.878652334213257 -1.14460289478302 5.494132995605469 1.0">
<light P="-2.878652334213257 -1.14460289478302 5.494132995605469"/>
</transform>

<shader name="texture">
<value name="Roughnessfafad" value="0.000000"/>
<diffuse_bsdf name="Diffuse_BSDF"/>
<image_texture name="Image_Texture" src="BlenderDesktopLogo.png"/>
<connect from="Diffuse_BSDF BSDF" to="output Surface"/>
<connect from="Image_Texture Color" to="Diffuse_BSDF Color"/>
<connect from="Roughnessfafad Value" to="Diffuse_BSDF Roughness"/>
</shader>
<transform matrix="   3.0 0.0 0.0 0.0
                       0.0 3.0 0.0 0.0
                       0.0 0.0 3.0 0.0
                       0.0 0.0 0.0 1.0">
<state shader="texture">
<mesh P="-1.0 -1.0 0.0 1.0 -1.0 0.0 -1.0 1.0 0.0 1.0 1.0 0.0"
  nverts="4"
  verts="0 1 3 2"
  UV="0.0 0.0 1.0 0.0 1.0 1.0 0.0 1.0"/>
</state>
</transform>
</cycles>

cheers,
Laurent


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