[Bf-cycles] Smooth Shading

Mohamed Sakr 3dsakr at gmail.com
Mon Apr 1 15:25:32 CEST 2019


avoid tangent space as it will require tangent attribute, if you have to
use tangent space, you will have to calculate tangents too, see
blender_mesh.cpp file and search for Mikk_ as it will contain all tangent
functions there

On Mon, Apr 1, 2019 at 12:06 PM Santosh Singh <santoshmca.giit at gmail.com>
wrote:

> 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
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> https://lists.blender.org/mailman/listinfo/bf-cycles
>
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