[Bf-cycles] Smooth Shading

Santosh Singh santoshmca.giit at gmail.com
Fri Mar 22 05:04:45 CET 2019


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
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