[Bf-cycles] Any sample on creating basic materials from scratch?

Brecht Van Lommel brechtvanlommel at pandora.be
Tue Feb 13 15:05:42 CET 2018


The checker texture will not use UV coordinates by default, you'd need to
link in a UVMapNode node for that. For the image texture node it should
work though.

It's not clear to me what is wrong. A few things you could try:
* UVs are per face corner by default, verify that you are doing that or
switch to ATTR_ELEMENT_VERTEX.
* Adding some random value like 0.12345 to all UV coordinates to see if
they are having an effect at all.
* Create just an UVMapNode and output that directly, to see if the UV
coordinates are getting loaded.


On Tue, Feb 13, 2018 at 2:25 PM, F Escobar <materialesescobar at hotmail.es>
wrote:

> Thank you it worked like a charm!
>
> I'm driving nuts with other issue now
>
> I've created my UVs with
>
> ccl::Attribute *attr_uv = mesh->attributes.add(ccl::ATTR_STD_UV,
> ccl::ustring("UV"));
> ccl::float3 *attr_data_uv = attr_uv->data_float3();
>
> Filled attr_data_uv and so, but I cannot see the checker only one plain
> color, same issue if I use a ImageTextureNode even if I set Tex->projection
> = ccl::NodeImageProjection::NODE_IMAGE_PROJ_BOX;
>
> Any tip on this?
> ------------------------------
> *De:* Bf-cycles <bf-cycles-bounces at blender.org> en nombre de Brecht Van
> Lommel <brechtvanlommel at pandora.be>
> *Enviado:* jueves, 8 de febrero de 2018 15:34
> *Para:* Discussion list to assist Cycles render engine developers
> *Asunto:* Re: [Bf-cycles] Any sample on creating basic materials from
> scratch?
>
> Hi,
>
> We don't have any example code for this specifically. It's easiest to
> create node with the corresponding class directly.
>
> CheckerTextureNode *checker = new CheckerTextureNode();
> checker->color1 = make_float3(1.0f, 0.0f, 0.0f);
> checker->color2 = make_float3(0.0f, 0.0f, 1.0f);
> checker->scale = 1.0f;
> graph->add(checker);
> shader->set_graph(graph);
>
> If you want to use the generic API, don't create your own SocketType,
> look it up in the node.
>
> const SocketType *color1 = snode->find_input(ustring("color1"));
> snode->set(*color1, make_float3(1.0f, 0.0f, 0.0f));
>
> Regards,
> Brecht.
>
>
> On Thu, Feb 8, 2018 at 2:13 PM, F Escobar <materialesescobar at hotmail.es>
> wrote:
>
> I tried with this:
>
>
>
> ccl::Shader *shader = new ccl::Shader();
>
> if (scene != NULL)
> scene->shaders.push_back(shader);
>
> shader->name=ccl::ustring(material->mName);
> ccl::ShaderGraph *graph = new ccl::ShaderGraph();
>
> const ccl::NodeType *node_type = ccl::NodeType::find(ccl::ustri
> ng("checker_texture"));
> if (!node_type) {
> fprintf(stderr, "Unknown shader node \n");
> }
> else if (node_type->type != ccl::NodeType::SHADER) {
> fprintf(stderr, "Node type \"%s\" is not a shader node.\n",
> node_type->name.c_str());
> }
>
> ccl::ShaderNode* snode = (ccl::ShaderNode*)node_type->create(node_type);
>
> ccl::SocketType color1;
> color1.type = ccl::SocketType::COLOR;
> color1.name = ccl::ustring("color1");
> snode->set(color1, ccl::make_float3(1.0f, 0.0f, 0.0f));
>
> ccl::SocketType color2;
> color2.type = ccl::SocketType::COLOR;
> color2.name = ccl::ustring("color2");
> snode->set(color2, ccl::make_float3(0.0f, 0.0f, 1.0f));
>
> ccl::SocketType scale;
> scale.type = ccl::SocketType::FLOAT;
> scale.name = ccl::ustring("scale");
> snode->set(scale, 1.0f);
>
> graph->add(snode);
> shader->set_graph(graph);
>
>
> But I had crashes creating color2 probably I'm doing it wrongly, is there
> any sample on this?
>
>
> Thank you in advance.
>
> _______________________________________________
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> Bf-cycles at blender.org
> https://lists.blender.org/mailman/listinfo/bf-cycles
>
>
>
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