[Bf-cycles] Smooth Shading

Santosh Singh santoshmca.giit at gmail.com
Mon Apr 1 13:05:56 CEST 2019


Hello Mr. Sakr,

As you suggested for the normal value in xml file and into
cycle_xml.cpp xml_read_mesh(....).
 I made changes , now i am passing Normal details to Cycles mesh.

mesh with normal value---

<mesh P=" 0.4548 -0.4568 0.0040  -0.3406 -0.3392 0.0030  -0.0013 -1.1250
0.0098  1.1236 -1.1250 0.0098  1.1236 0.0000 -0.0000  -1.1263 -1.1250
0.0098  -1.1263 0.0000 -0.0000  0.3365 0.3378 -0.0029  -0.4582 0.4561
-0.0040  -0.0013 1.1250 -0.0098  1.1236 1.1250 -0.0098  -1.1263 1.1250
-0.0098" UV="0.5068 -0.5076 0.0000  -0.3769 -0.3769 0.0000  0.0000 -1.2500
0.0000  0.5068 -0.5076 0.0000  1.2500 -1.2500 0.0000 1.2500 0.0000 0.0000
-0.3769 -0.3769 0.0000  -1.2500 -1.2500 0.0000  0.0000 -1.2500 0.0000
-0.3769 -0.3769 0.0000 -1.2500 0.0000 0.0000 -1.2500 -1.2500 0.0000 0.5068
-0.5076 0.0000 0.0000 -1.2500 0.0000 1.2500 -1.2500 0.0000 0.5068 -0.5076
0.0000 1.2500 0.0000 0.0000 0.3754 0.3754 0.0000 -0.5076 0.5068 0.0000
0.3754 0.3754 0.0000 0.0000 1.2500 0.0000 0.3754 0.3754 0.0000 1.2500
0.0000 0.0000 1.2500 1.2500 0.0000 0.0000 1.2500 0.0000 1.2500 1.2500
0.0000 0.0000 1.2500 0.0000 0.5068 -0.5076 0.0000 0.3754 0.3754 0.0000
-0.3769 -0.3769 0.0000 -0.5076 0.5068 0.0000 0.0000 1.2500 0.0000 -1.2500
1.2500 0.0000 -0.5076 0.5068 0.0000 -1.2500 1.2500 0.0000 -1.2500 0.0000
0.0000 -0.5076 0.5068 0.0000 -0.3769 -0.3769 0.0000 0.3754 0.3754 0.0000
-0.5076 0.5068 0.0000 -1.2500 0.0000 0.0000 -0.3769 -0.3769 0.0000"
nverts="3 3 3 3 3 3 3 3 3 3 3 3 3 3" verts="1 2 3 1 4 5 2 6 3  2 7 6 1 3 4
1 5 8  9 8 10  8 5 11  8 11 10 1 8 2 9 10 12 9 12 7 9 2 8 9 7 2"
*normals="0.0000
0.0087 1.0000 -0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 0.0000 0.0087
1.0000 0.0000 0.0087 1.0000 -0.0000 0.0087 1.0000 0.0000 0.0087 1.0000
-0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 0.0000
0.0087 1.0000 -0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 -0.0000 0.0087
1.0000 0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 0.0000 0.0087 1.0000
-0.0000  0.0087 1.0000 0.0000 0.0087 1.0000 -0.0000 0.0087 1.0000 0.0000
0.0087 1.0000 0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 -0.0000 0.0087
1.0000 0.0000 0.0087 1.0000 -0.0000 0.0087 1.0000 0.0000 0.0087 1.0000
0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 -0.0000 0.0087 1.0000 0.0000
0.0087 1.0000 -0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 0.0000 0.0087
1.0000 0.0000 0.0087 1.0000 -0.0000 0.0087 1.0000 0.0000 0.0087 1.0000
-0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 0.0000 0.0087 1.0000 0.0000
0.0087 1.0000 -0.0000 0.0087 1.0000"* />

with xml_read_mesh(.....)---- after the if(xml_read_float_array(UV, node,
"UV")) block

if (xml_read_float_array(VN, node,* "normals"*))
{
ustring name = ustring("N");
Attribute *attr = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL, name);
float3 *fdata = attr->data_float3();

/* loop over the triangles */
index_offset = 0;
for (size_t i = 0; i < nverts.size(); i++) {
for (int j = 0; j < nverts[i] - 3; j++) {
int v0 = index_offset-1;
int v1 = index_offset + j + 1-1;
int v2 = index_offset + j + 2-1;

assert(v0 * 3 + 1 < (int)VN.size());
assert(v1 * 3 + 1 < (int)VN.size());
assert(v2 * 3 + 1 < (int)VN.size());

fdata[0] = make_float3(VN[v0 * 3], VN[v0 * 3 + 1], VN[v0 * 3 + 2]);
fdata[1] = make_float3(VN[v1 * 3], VN[v1 * 3 + 1], VN[v1 * 3 + 2]);
fdata[2] = make_float3(VN[v2 * 3], VN[v2 * 3 + 1], VN[v2 * 3 + 2]);
fdata += 3;
}

index_offset += nverts[i];
}
}


when i am trying normal_map node for bump map effects, i am getting render
out put with black color.
Please guide me where i am making mistake with normal_map node.
This the shade of normal_bump----
<shader name="cube">
<image_texture name="imgtexture1" filename="D:\BitBucket\DE\eDesign\Normal
Map1.bmp"/>
<diffuse_bsdf name="df_bsdf1"/>
<normal_map name="bumpMap" Strength="1.0" Space = "tangent" />
<connect from="imgtexture1 Color" to="bumpMap Color"/>
<connect from="bumpMap normal" to="df_bsdf1 Color"/>
<connect from="df_bsdf1 BSDF" to="output Surface"/>
</shader>


Please guide me.

regards,
Santosh


On Fri, Mar 29, 2019 at 4:44 PM Santosh Singh <santoshmca.giit at gmail.com>
wrote:

> Thanks Mr. Sakr.
>
> I will follow your suggestion.
>
> On Fri, Mar 29, 2019 at 4:09 PM Mohamed Sakr <3dsakr at gmail.com> wrote:
>
>> you will need to write them (in XML and in the standalone too).
>> check if(xml_read_float_array(UV, node, "UV")) {
>> they write UVs, for Normals do something very similar
>> instead of the UV attribute, Attribute *attr =
>> mesh->attributes.add(ATTR_STD_UV, name);
>> use the normal attribute ATTR_STD_VERTEX_NORMAL
>>
>> On Fri, Mar 29, 2019 at 8:41 AM Santosh Singh <santoshmca.giit at gmail.com>
>> wrote:
>>
>>> Hello Mr Sakr,
>>>
>>> I want to add vertex normal data into cycles mesh (standalone project),
>>>
>>> inside xml_read_mesh(), how to add VN details.
>>>
>>> please suggest me.
>>>
>>> On Fri, Mar 22, 2019 at 5:01 PM Santosh Singh <santoshmca.giit at gmail.com>
>>> wrote:
>>>
>>>> Thanks Dear.
>>>>
>>>> On Fri, Mar 22, 2019 at 4:15 PM Mohamed Sakr <3dsakr at gmail.com> wrote:
>>>>
>>>>> I have no idea
>>>>>
>>>>> On Fri, Mar 22, 2019 at 4:05 AM Santosh Singh <
>>>>> santoshmca.giit at gmail.com> wrote:
>>>>>
>>>>>> Hello Dear Sakr,,
>>>>>>
>>>>>> Please guide me with above issue.
>>>>>>
>>>>>> On Tue, Mar 19, 2019 at 4:59 PM Santosh Singh <
>>>>>> santoshmca.giit at gmail.com> wrote:
>>>>>>
>>>>>>> Thanks for response,
>>>>>>>
>>>>>>> I am using the mesh with UV
>>>>>>>
>>>>>>> <shader name="sphere">
>>>>>>> <texture_coordinate name="texcoord" />
>>>>>>> <image_texture name="tex" filename="D:\abc\Burgun-Net-1_8bit.png" />
>>>>>>> <diffuse_bsdf name="cube_closure" roughness="0.0" color="1.0, 0.5,
>>>>>>> 0.25" />
>>>>>>> <connect from="texcoord uv" to="tex vector" />
>>>>>>> <connect from="tex color" to="cube_closure color" />
>>>>>>> <connect from="cube_closure bsdf" to="output surface" />
>>>>>>> </shader>
>>>>>>> <!-- Sphere Object -->
>>>>>>> <transform matrix=" 1 0 -0 0 0 1 -0 0 0 0 -1 0 -0 -0.25 -0.0225 1 ">
>>>>>>> <state interpolation="smooth" shader="sphere">
>>>>>>> <mesh P="1.000000 -1.000000 -1.000000  1.000000 1.000000 -1.000000
>>>>>>> -1.000000 1.000000 -1.000000  -1.000000 -1.000000 -1.000000  1.000000
>>>>>>> -0.999999 1.000000  0.999999 1.000001 1.000000  -1.000000 1.000000
>>>>>>> 1.000000  -1.000000 -1.000000 1.000000  " UV="0.0 0.0 1.0 0.0 1.0 1.0  0.0
>>>>>>> 1.0 0.0 0.0 0.0 0.0 0.0 0.0  0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0  0.0 0.0 0.0
>>>>>>> 0.0 0.0 0.0 0.0 0.0  0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0  0.0 0.0 0.0 0.0 0.0
>>>>>>> 0.0 0.0 0.0  0.0 0.0" nverts="4 4 4 4 4 4" verts="0 1 2 3 4 7 6 5 0 4 5 1 1
>>>>>>> 5 6 2 2 6 7 3 4 0 3 7"/>
>>>>>>> </state>
>>>>>>> </transform >
>>>>>>>
>>>>>>> this is not helping me displaying  render with texture.
>>>>>>>
>>>>>>> inside the code xml_read_mesh(....) there is parser for the UV Data,
>>>>>>> i am passing the details using the xml file.
>>>>>>>
>>>>>>> please check your side.
>>>>>>>
>>>>>>> On Tue, Mar 19, 2019 at 4:38 PM Mohamed Sakr <3dsakr at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> you read number of verts per face in nverts
>>>>>>>> xml_read_int_array(nverts, node, "nverts");
>>>>>>>>
>>>>>>>> search the file for UV
>>>>>>>> if(xml_read_float_array(UV, node, "UV")) {
>>>>>>>>
>>>>>>>> so you need to export UVs with your file.
>>>>>>>>
>>>>>>>> On Tue, Mar 19, 2019 at 10:28 AM Santosh Singh <
>>>>>>>> santoshmca.giit at gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Hello Mr. Sakr,
>>>>>>>>>
>>>>>>>>> using Cycle code, how to display texture with render. What i am
>>>>>>>>> thinking for texture display we need UV(vt value) data.
>>>>>>>>>
>>>>>>>>> Currently for the texture display i was trying to use obj file. i
>>>>>>>>> tried to update obj details  same  like xml file manner
>>>>>>>>> into xml_read_mesh(....) , the mesh structure is filling properly with the
>>>>>>>>> same details.
>>>>>>>>>
>>>>>>>>> currently with the Cycles render code using xml file we are
>>>>>>>>> passing only *P*(vertex value) *verts*( face v value) and
>>>>>>>>> *nverts(*type of mesh poly or quad).
>>>>>>>>>
>>>>>>>>> i  searched on google related texture with cycles i saw regarding
>>>>>>>>> UV details. Please assist me regarding texture with cycles.
>>>>>>>>>
>>>>>>>>> may be after texture render i will be able to render bump map
>>>>>>>>> properly.
>>>>>>>>> According to me for the bump map display we need UV data(vt
>>>>>>>>> value).
>>>>>>>>>
>>>>>>>>> Please guide me.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Mon, Mar 18, 2019 at 6:56 PM Santosh Singh <
>>>>>>>>> santoshmca.giit at gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> Thanks dear.
>>>>>>>>>> Tomorrow i will try with xml file. Then i will update to you.
>>>>>>>>>>
>>>>>>>>>> On Mon 18 Mar, 2019, 6:37 PM Mohamed Sakr, <3dsakr at gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> not sure, but parsing the obj file may be the cause of the
>>>>>>>>>>> problem, from the code it is made to parse xml file only, Brecht or Sergey
>>>>>>>>>>> know more about this
>>>>>>>>>>>
>>>>>>>>>>> On Mon, Mar 18, 2019 at 12:44 PM Santosh Singh <
>>>>>>>>>>> santoshmca.giit at gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Hello Dear,
>>>>>>>>>>>>
>>>>>>>>>>>> Please check the render image
>>>>>>>>>>>> [image: image.png]
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> <cycles>
>>>>>>>>>>>> <background>
>>>>>>>>>>>> <background name="bg" strength="1.0"
>>>>>>>>>>>> color="0.886275,0.847059,0.768628"/>
>>>>>>>>>>>> <connect from="bg background" to="output surface"/>
>>>>>>>>>>>> </background>
>>>>>>>>>>>> <!-- Camera  -->
>>>>>>>>>>>> <transform matrix = "1.000000 0.000000 -0.000000 0.000000
>>>>>>>>>>>> 0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 0.000000
>>>>>>>>>>>> -0.000000 1.500000 -3.700000 1.000000">
>>>>>>>>>>>> <camera width="800" height="500" type="perspective"/>
>>>>>>>>>>>> </transform>
>>>>>>>>>>>>
>>>>>>>>>>>> <shader name="0">
>>>>>>>>>>>> <texture_coordinate name="Texture_Coordinate"/>
>>>>>>>>>>>> <mapping name="mapping" Type="Point" Scale="1 1 1" />
>>>>>>>>>>>> <image_texture name="imgtexture1" filename="D:\image\830.bmp"/>
>>>>>>>>>>>> <image_texture name="imgtexture2" filename="D:\image\Border
>>>>>>>>>>>> Fabric.jpg"/>
>>>>>>>>>>>> <mix_closure name="Mix_Shader" fac="0.5" />
>>>>>>>>>>>> <diffuse_bsdf name="df_bsdf1"/>
>>>>>>>>>>>> <diffuse_bsdf name="df_bsdf2"/>
>>>>>>>>>>>> <bump name="bumpMap" Strength="1.0" Distance="0.1" />
>>>>>>>>>>>> <connect from="Texture_Coordinate UV" to="mapping vector"/>
>>>>>>>>>>>> <connect from="mapping vector" to="imgtexture1 vector"/>
>>>>>>>>>>>> <connect from="imgtexture1 Color" to="bumpMap Normal"/>
>>>>>>>>>>>> <connect from="bumpMap normal" to="df_bsdf1 Normal"/>
>>>>>>>>>>>> <connect from="df_bsdf1 BSDF" to="Mix_Shader closure1"/>
>>>>>>>>>>>> <!-- <connect from="imgtexture2 Color" to="df_bsdf2 Color"/>
>>>>>>>>>>>> <connect from="df_bsdf2 BSDF" to="Mix_Shader closure2"/> -->
>>>>>>>>>>>> <connect from="Mix_Shader closure" to="output Surface"/>
>>>>>>>>>>>> </shader>
>>>>>>>>>>>>
>>>>>>>>>>>> <transform matrix=" 1 0 -0 0 0 1 -0 0 0 0 -1 0 -0 -0.25
>>>>>>>>>>>> -1.99551 1 ">
>>>>>>>>>>>> <state interpolation="smooth" shader="0">
>>>>>>>>>>>> <include src="D:\BitBucket\obj\Render.obj"/>
>>>>>>>>>>>> </state>
>>>>>>>>>>>> </transform>
>>>>>>>>>>>>
>>>>>>>>>>>> <shader name="1">
>>>>>>>>>>>> <texture_coordinate name="Texture_Coordinate"/>
>>>>>>>>>>>> <mapping name="mapping" Type="Point" Scale="1 1 1" />
>>>>>>>>>>>> <image_texture name="imgtexture1" filename="D:\image\Normal
>>>>>>>>>>>> Map1.bmp"/>
>>>>>>>>>>>> <image_texture name="imgtexture2" filename="D:\image\Border
>>>>>>>>>>>> Fabric.jpg"/>
>>>>>>>>>>>> <mix_closure name="Mix_Shader" fac="0.3" />
>>>>>>>>>>>> <diffuse_bsdf name="df_bsdf1"/>
>>>>>>>>>>>> <diffuse_bsdf name="df_bsdf2"/>
>>>>>>>>>>>> <bump name="bumpMap" Strength="1.0" Distance="0.1" />
>>>>>>>>>>>> <connect from="Texture_Coordinate UV" to="mapping vector"/>
>>>>>>>>>>>> <connect from="mapping vector" to="imgtexture1 vector"/>
>>>>>>>>>>>> <connect from="imgtexture1 Color" to="bumpMap Normal"/>
>>>>>>>>>>>> <connect from="bumpMap normal" to="df_bsdf1 Normal"/>
>>>>>>>>>>>> <connect from="df_bsdf1 BSDF" to="Mix_Shader closure1"/>
>>>>>>>>>>>> <connect from="imgtexture2 Color" to="df_bsdf2 Color"/>
>>>>>>>>>>>> <connect from="df_bsdf2 BSDF" to="Mix_Shader closure2"/>
>>>>>>>>>>>> <connect from="Mix_Shader closure" to="output Surface"/>
>>>>>>>>>>>> </shader>
>>>>>>>>>>>>
>>>>>>>>>>>> <transform matrix=" 1 0 -0 0 0 1 -0 0 0 0 -1 0 -0 -0.25
>>>>>>>>>>>> -1.99551 1 ">
>>>>>>>>>>>> <state interpolation="smooth" shader="1">
>>>>>>>>>>>> <include src="D:\BitBucket\obj\Render.obj"/>
>>>>>>>>>>>> </state>
>>>>>>>>>>>> </transform>
>>>>>>>>>>>>
>>>>>>>>>>>> </cycles>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> I am using the obj file instead of Xml data. please try any
>>>>>>>>>>>> sphare or curved shape data with include source path.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Mon, Mar 18, 2019 at 5:42 PM Mohamed Sakr <3dsakr at gmail.com>
>>>>>>>>>>>> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> probably post an image and the xml file
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Mon, Mar 18, 2019 at 11:53 AM Santosh Singh <
>>>>>>>>>>>>> santoshmca.giit at gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> Thanks for quick respose, i am using the suggested
>>>>>>>>>>>>>> interpolation smooth, but the effect is not comming with render output.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Mon 18 Mar, 2019, 5:18 PM Mohamed Sakr, <3dsakr at gmail.com>
>>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> in the examples/scene_monkey.xml
>>>>>>>>>>>>>>> there is this line:
>>>>>>>>>>>>>>> <state interpolation="smooth" shader="monkey">
>>>>>>>>>>>>>>> that smooth is the smooth shading, for flat shading change
>>>>>>>>>>>>>>> it to "flat"
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Mon, Mar 18, 2019 at 10:49 AM Santosh Singh <
>>>>>>>>>>>>>>> santoshmca.giit at gmail.com> wrote:
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hello Team Members,
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> I am using cycles Standalone application for render output
>>>>>>>>>>>>>>>> with (GPU quadro P4000).
>>>>>>>>>>>>>>>> when using bump node, getting the bump effects with flat
>>>>>>>>>>>>>>>> shading.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Please guide me how to use flat or smooth shading into
>>>>>>>>>>>>>>>> cycles render(standalone app).
>>>>>>>>>>>>>>>> I saw into blender, there is shading option for smooth and
>>>>>>>>>>>>>>>> flat.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Please help me render with smooth shade.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> --
>>>>>>>>>>>>>>>> Thanks & Regards
>>>>>>>>>>>>>>>>  Santosh Kumar Singh
>>>>>>>>>>>>>>>>   Software Engineer
>>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>>> Bf-cycles mailing list
>>>>>>>>>>>>>>>> Bf-cycles at blender.org
>>>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>>> Bf-cycles mailing list
>>>>>>>>>>>>>>> Bf-cycles at blender.org
>>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>>> Bf-cycles mailing list
>>>>>>>>>>>>>> Bf-cycles at blender.org
>>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>>>>>>>>>>
>>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>>> Bf-cycles mailing list
>>>>>>>>>>>>> Bf-cycles at blender.org
>>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> --
>>>>>>>>>>>> Thanks & Regards
>>>>>>>>>>>>  Santosh Kumar Singh
>>>>>>>>>>>>   Software Engineer
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> Bf-cycles mailing list
>>>>>>>>>>>> Bf-cycles at blender.org
>>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> Bf-cycles mailing list
>>>>>>>>>>> Bf-cycles at blender.org
>>>>>>>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> Thanks & Regards
>>>>>>>>>  Santosh Kumar Singh
>>>>>>>>>   Software Engineer
>>>>>>>>> _______________________________________________
>>>>>>>>> Bf-cycles mailing list
>>>>>>>>> Bf-cycles at blender.org
>>>>>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> Bf-cycles mailing list
>>>>>>>> Bf-cycles at blender.org
>>>>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Thanks & Regards
>>>>>>>  Santosh Kumar Singh
>>>>>>>   Software Engineer
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Thanks & Regards
>>>>>>  Santosh Kumar Singh
>>>>>>   Software Engineer
>>>>>> _______________________________________________
>>>>>> Bf-cycles mailing list
>>>>>> Bf-cycles at blender.org
>>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>>
>>>>> _______________________________________________
>>>>> Bf-cycles mailing list
>>>>> Bf-cycles at blender.org
>>>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>>>
>>>>
>>>>
>>>> --
>>>> Thanks & Regards
>>>>  Santosh Kumar Singh
>>>>   Software Engineer
>>>>
>>>
>>>
>>> --
>>> Thanks & Regards
>>>  Santosh Kumar Singh
>>>   Software Engineer
>>> _______________________________________________
>>> Bf-cycles mailing list
>>> Bf-cycles at blender.org
>>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>>
>> _______________________________________________
>> Bf-cycles mailing list
>> Bf-cycles at blender.org
>> https://lists.blender.org/mailman/listinfo/bf-cycles
>>
>
>
> --
> Thanks & Regards
>  Santosh Kumar Singh
>   Software Engineer
>


-- 
Thanks & Regards
 Santosh Kumar Singh
  Software Engineer
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