[Bf-cycles] Smooth Shading

Santosh Singh santoshmca.giit at gmail.com
Fri Mar 29 12:14:37 CET 2019


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
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