[Bf-cycles] Smooth Shading

Mohamed Sakr 3dsakr at gmail.com
Tue Mar 19 12:08:01 CET 2019


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
>
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