This example shows how to use attribute tessellation in a remeshing processing pipeline, to generate tessellated displacement data. The output is a glTF file with supporting NVidia Micromesh displacement data, as well as a tessellated scene.
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
#include <string>
#include <stdlib.h>
#include <filesystem>
#include <future>
#include "SimplygonLoader.h"
Simplygon::spScene LoadScene(Simplygon::ISimplygon* sg, const char* path)
{
// Create scene importer
Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
sgSceneImporter->SetImportFilePath(path);
// Run scene importer.
auto importResult = sgSceneImporter->Run();
if (Simplygon::Failed(importResult))
{
throw std::exception("Failed to load scene.");
}
Simplygon::spScene sgScene = sgSceneImporter->GetScene();
return sgScene;
}
void SaveScene(Simplygon::ISimplygon* sg, Simplygon::spScene sgScene, const char* path)
{
// Create scene exporter.
Simplygon::spSceneExporter sgSceneExporter = sg->CreateSceneExporter();
std::string outputScenePath = std::string("output\\") + std::string("AttributeTessellation") + std::string("_") + std::string(path);
sgSceneExporter->SetExportFilePath(outputScenePath.c_str());
sgSceneExporter->SetScene(sgScene);
// Run scene exporter.
auto exportResult = sgSceneExporter->Run();
if (Simplygon::Failed(exportResult))
{
throw std::exception("Failed to save scene.");
}
}
void CheckLog(Simplygon::ISimplygon* sg)
{
// Check if any errors occurred.
bool hasErrors = sg->ErrorOccurred();
if (hasErrors)
{
Simplygon::spStringArray errors = sg->CreateStringArray();
sg->GetErrorMessages(errors);
auto errorCount = errors->GetItemCount();
if (errorCount > 0)
{
printf("%s\n", "Errors:");
for (auto errorIndex = 0U; errorIndex < errorCount; ++errorIndex)
{
Simplygon::spString errorString = errors->GetItem((int)errorIndex);
printf("%s\n", errorString.c_str());
}
sg->ClearErrorMessages();
}
}
else
{
printf("%s\n", "No errors.");
}
// Check if any warnings occurred.
bool hasWarnings = sg->WarningOccurred();
if (hasWarnings)
{
Simplygon::spStringArray warnings = sg->CreateStringArray();
sg->GetWarningMessages(warnings);
auto warningCount = warnings->GetItemCount();
if (warningCount > 0)
{
printf("%s\n", "Warnings:");
for (auto warningIndex = 0U; warningIndex < warningCount; ++warningIndex)
{
Simplygon::spString warningString = warnings->GetItem((int)warningIndex);
printf("%s\n", warningString.c_str());
}
sg->ClearWarningMessages();
}
}
else
{
printf("%s\n", "No warnings.");
}
}
void RunRemeshingWithTessellatedAttributes(Simplygon::ISimplygon* sg)
{
// Load scene to process.
printf("%s\n", "Load scene to process.");
Simplygon::spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
// Create the remeshing pipeline.
Simplygon::spRemeshingPipeline sgRemeshingPipeline = sg->CreateRemeshingPipeline();
// Fetch all the needed settings objects for the processing, including the attribute
// tessellation settings, which we will use to set up the attribute tessellation on the processed
// mesh.
Simplygon::spRemeshingSettings sgRemeshingSettings = sgRemeshingPipeline->GetRemeshingSettings();
Simplygon::spAttributeTessellationSettings sgAttributeTessellationSettings = sgRemeshingPipeline->GetAttributeTessellationSettings();
Simplygon::spMappingImageSettings sgMappingImageSettings = sgRemeshingPipeline->GetMappingImageSettings();
// Set on-screen size target for remeshing.
sgRemeshingSettings->SetOnScreenSize( 500 );
sgRemeshingSettings->SetGeometricalAccuracy( 2.0f );
// Get the attribute tessellation settings. The displacement data will be cast into a
// tessellated displacement attribute. In this example we use relative area as the density
// setting, which means that triangles are tessellated based on the size of the triangle, so that
// the tessellated attributes roughly take up the same area. The value is normalized and scale
// independent, so the total area of all the subvalues will add up to the normalized value 1. We set
// the maximum area per value to 1/1000000, which means that there will be at least 1000000 values
// total in the scene, unless we cap the total number of values with MaxTotalValuesCount or
// MaxTessellationLevel.
sgAttributeTessellationSettings->SetEnableAttributeTessellation( true );
sgAttributeTessellationSettings->SetAttributeTessellationDensityMode( Simplygon::EAttributeTessellationDensityMode::RelativeArea );
sgAttributeTessellationSettings->SetMaxAreaOfTessellatedValue( 0.000001f );
sgAttributeTessellationSettings->SetOnlyAllowOneLevelOfDifference( true );
sgAttributeTessellationSettings->SetMinTessellationLevel( 0 );
sgAttributeTessellationSettings->SetMaxTessellationLevel( 5 );
sgAttributeTessellationSettings->SetMaxTotalValuesCount( 1000000 );
// Set up the process to generate a mapping image which will be used after the reduction to cast new
// materials to the new reduced object, and also to cast the displacement data from the original
// object into the tessellated attributes of the processed mesh.
sgMappingImageSettings->SetGenerateMappingImage( true );
sgMappingImageSettings->SetGenerateTexCoords( true );
sgMappingImageSettings->SetApplyNewMaterialIds( true );
sgMappingImageSettings->SetGenerateTangents( true );
sgMappingImageSettings->SetUseFullRetexturing( true );
sgMappingImageSettings->SetTexCoordGeneratorType( Simplygon::ETexcoordGeneratorType::ChartAggregator );
Simplygon::spMappingImageOutputMaterialSettings sgOutputMaterialSettings = sgMappingImageSettings->GetOutputMaterialSettings(0);
// Set the size of the mapping image in the output material. This will be the output size of the
// textures when we do the material casting in the pipeline.
sgOutputMaterialSettings->SetTextureWidth( 2048 );
sgOutputMaterialSettings->SetTextureHeight( 2048 );
sgOutputMaterialSettings->SetMultisamplingLevel( 2 );
// Add a diffuse texture caster to the pipeline. This will cast the diffuse color (aka base
// color/albedo) in the original scene into a texture map in the output scene.
Simplygon::spColorCaster sgDiffuseCaster = sg->CreateColorCaster();
Simplygon::spColorCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster->GetColorCasterSettings();
sgDiffuseCasterSettings->SetMaterialChannel( "Diffuse" );
sgDiffuseCasterSettings->SetOutputImageFileFormat( Simplygon::EImageOutputFormat::PNG );
sgRemeshingPipeline->AddMaterialCaster( sgDiffuseCaster, 0 );
// Add a normals texture caster to the pipeline. This will cast the normals in the original scene
// into a normal map in the output scene.
Simplygon::spNormalCaster sgNormalsCaster = sg->CreateNormalCaster();
Simplygon::spNormalCasterSettings sgNormalsCasterSettings = sgNormalsCaster->GetNormalCasterSettings();
sgNormalsCasterSettings->SetMaterialChannel( "Normals" );
sgNormalsCasterSettings->SetGenerateTangentSpaceNormals( true );
sgNormalsCasterSettings->SetOutputImageFileFormat( Simplygon::EImageOutputFormat::PNG );
sgRemeshingPipeline->AddMaterialCaster( sgNormalsCaster, 0 );
// Add a displacement caster to the pipeline. This will cast the displacement values, but instead
// of casting to a texture, it will cast into the tessellated attributes.
Simplygon::spDisplacementCaster sgDisplacementCaster = sg->CreateDisplacementCaster();
sgDisplacementCaster->SetScene( sgScene );
Simplygon::spDisplacementCasterSettings sgDisplacementCasterSettings = sgDisplacementCaster->GetDisplacementCasterSettings();
sgDisplacementCasterSettings->SetMaterialChannel( "Displacement" );
sgDisplacementCasterSettings->SetDilation( 10 );
sgDisplacementCasterSettings->SetOutputToTessellatedAttributes( true );
sgDisplacementCasterSettings->GetAttributeTessellationSamplingSettings()->SetSourceMaterialId( 0 );
sgDisplacementCasterSettings->GetAttributeTessellationSamplingSettings()->SetAttributeFormat( Simplygon::EAttributeFormat::U16 );
sgDisplacementCasterSettings->GetAttributeTessellationSamplingSettings()->SetSupersamplingCount( 16 );
sgDisplacementCasterSettings->GetAttributeTessellationSamplingSettings()->SetBlendOperation( Simplygon::EBlendOperation::Mean );
sgRemeshingPipeline->AddMaterialCaster( sgDisplacementCaster, 0 );
// Start the remeshing pipeline.
printf("%s\n", "Start the remeshing pipeline.");
sgRemeshingPipeline->RunScene(sgScene, Simplygon::EPipelineRunMode::RunInThisProcess);
// Save processed scene.
printf("%s\n", "Save processed scene.");
SaveScene(sg, sgScene, "RemeshedOutput.gltf");
// Create an attribute tessellation tool object.
Simplygon::spAttributeTessellation sgAttributeTessellation = sg->CreateAttributeTessellation();
// Generate a tessellated copy of the scene.
printf("%s\n", "Generate a tessellated copy of the scene.");
Simplygon::spScene sgTessellatedScene = sgAttributeTessellation->NewTessellatedScene(sgScene);
// Save the tessellated copy of the scene.
printf("%s\n", "Save the tessellated copy of the scene.");
SaveScene(sg, sgTessellatedScene, "RemeshedTessellatedOutput.obj");
// Check log for any warnings or errors.
printf("%s\n", "Check log for any warnings or errors.");
CheckLog(sg);
}
int main()
{
Simplygon::ISimplygon* sg = NULL;
Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
if( initval != Simplygon::EErrorCodes::NoError )
{
printf( "Failed to initialize Simplygon: ErrorCode(%d)", (int)initval );
return int(initval);
}
RunRemeshingWithTessellatedAttributes(sg);
Simplygon::Deinitialize(sg);
return 0;
}
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using System;
using System.IO;
using System.Threading.Tasks;
public class Program
{
static Simplygon.spScene LoadScene(Simplygon.ISimplygon sg, string path)
{
// Create scene importer
using Simplygon.spSceneImporter sgSceneImporter = sg.CreateSceneImporter();
sgSceneImporter.SetImportFilePath(path);
// Run scene importer.
var importResult = sgSceneImporter.Run();
if (Simplygon.Simplygon.Failed(importResult))
{
throw new System.Exception("Failed to load scene.");
}
Simplygon.spScene sgScene = sgSceneImporter.GetScene();
return sgScene;
}
static void SaveScene(Simplygon.ISimplygon sg, Simplygon.spScene sgScene, string path)
{
// Create scene exporter.
using Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter();
string outputScenePath = string.Join("", new string[] { "output\\", "AttributeTessellation", "_", path });
sgSceneExporter.SetExportFilePath(outputScenePath);
sgSceneExporter.SetScene(sgScene);
// Run scene exporter.
var exportResult = sgSceneExporter.Run();
if (Simplygon.Simplygon.Failed(exportResult))
{
throw new System.Exception("Failed to save scene.");
}
}
static void CheckLog(Simplygon.ISimplygon sg)
{
// Check if any errors occurred.
bool hasErrors = sg.ErrorOccurred();
if (hasErrors)
{
Simplygon.spStringArray errors = sg.CreateStringArray();
sg.GetErrorMessages(errors);
var errorCount = errors.GetItemCount();
if (errorCount > 0)
{
Console.WriteLine("Errors:");
for (uint errorIndex = 0; errorIndex < errorCount; ++errorIndex)
{
string errorString = errors.GetItem((int)errorIndex);
Console.WriteLine(errorString);
}
sg.ClearErrorMessages();
}
}
else
{
Console.WriteLine("No errors.");
}
// Check if any warnings occurred.
bool hasWarnings = sg.WarningOccurred();
if (hasWarnings)
{
Simplygon.spStringArray warnings = sg.CreateStringArray();
sg.GetWarningMessages(warnings);
var warningCount = warnings.GetItemCount();
if (warningCount > 0)
{
Console.WriteLine("Warnings:");
for (uint warningIndex = 0; warningIndex < warningCount; ++warningIndex)
{
string warningString = warnings.GetItem((int)warningIndex);
Console.WriteLine(warningString);
}
sg.ClearWarningMessages();
}
}
else
{
Console.WriteLine("No warnings.");
}
}
static void RunRemeshingWithTessellatedAttributes(Simplygon.ISimplygon sg)
{
// Load scene to process.
Console.WriteLine("Load scene to process.");
Simplygon.spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
// Create the remeshing pipeline.
using Simplygon.spRemeshingPipeline sgRemeshingPipeline = sg.CreateRemeshingPipeline();
// Fetch all the needed settings objects for the processing, including the attribute
// tessellation settings, which we will use to set up the attribute tessellation on the processed
// mesh.
using Simplygon.spRemeshingSettings sgRemeshingSettings = sgRemeshingPipeline.GetRemeshingSettings();
using Simplygon.spAttributeTessellationSettings sgAttributeTessellationSettings = sgRemeshingPipeline.GetAttributeTessellationSettings();
using Simplygon.spMappingImageSettings sgMappingImageSettings = sgRemeshingPipeline.GetMappingImageSettings();
// Set on-screen size target for remeshing.
sgRemeshingSettings.SetOnScreenSize( 500 );
sgRemeshingSettings.SetGeometricalAccuracy( 2.0f );
// Get the attribute tessellation settings. The displacement data will be cast into a
// tessellated displacement attribute. In this example we use relative area as the density
// setting, which means that triangles are tessellated based on the size of the triangle, so that
// the tessellated attributes roughly take up the same area. The value is normalized and scale
// independent, so the total area of all the subvalues will add up to the normalized value 1. We set
// the maximum area per value to 1/1000000, which means that there will be at least 1000000 values
// total in the scene, unless we cap the total number of values with MaxTotalValuesCount or
// MaxTessellationLevel.
sgAttributeTessellationSettings.SetEnableAttributeTessellation( true );
sgAttributeTessellationSettings.SetAttributeTessellationDensityMode( Simplygon.EAttributeTessellationDensityMode.RelativeArea );
sgAttributeTessellationSettings.SetMaxAreaOfTessellatedValue( 0.000001f );
sgAttributeTessellationSettings.SetOnlyAllowOneLevelOfDifference( true );
sgAttributeTessellationSettings.SetMinTessellationLevel( 0 );
sgAttributeTessellationSettings.SetMaxTessellationLevel( 5 );
sgAttributeTessellationSettings.SetMaxTotalValuesCount( 1000000 );
// Set up the process to generate a mapping image which will be used after the reduction to cast new
// materials to the new reduced object, and also to cast the displacement data from the original
// object into the tessellated attributes of the processed mesh.
sgMappingImageSettings.SetGenerateMappingImage( true );
sgMappingImageSettings.SetGenerateTexCoords( true );
sgMappingImageSettings.SetApplyNewMaterialIds( true );
sgMappingImageSettings.SetGenerateTangents( true );
sgMappingImageSettings.SetUseFullRetexturing( true );
sgMappingImageSettings.SetTexCoordGeneratorType( Simplygon.ETexcoordGeneratorType.ChartAggregator );
using Simplygon.spMappingImageOutputMaterialSettings sgOutputMaterialSettings = sgMappingImageSettings.GetOutputMaterialSettings(0);
// Set the size of the mapping image in the output material. This will be the output size of the
// textures when we do the material casting in the pipeline.
sgOutputMaterialSettings.SetTextureWidth( 2048 );
sgOutputMaterialSettings.SetTextureHeight( 2048 );
sgOutputMaterialSettings.SetMultisamplingLevel( 2 );
// Add a diffuse texture caster to the pipeline. This will cast the diffuse color (aka base
// color/albedo) in the original scene into a texture map in the output scene.
using Simplygon.spColorCaster sgDiffuseCaster = sg.CreateColorCaster();
using Simplygon.spColorCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster.GetColorCasterSettings();
sgDiffuseCasterSettings.SetMaterialChannel( "Diffuse" );
sgDiffuseCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat.PNG );
sgRemeshingPipeline.AddMaterialCaster( sgDiffuseCaster, 0 );
// Add a normals texture caster to the pipeline. This will cast the normals in the original scene
// into a normal map in the output scene.
using Simplygon.spNormalCaster sgNormalsCaster = sg.CreateNormalCaster();
using Simplygon.spNormalCasterSettings sgNormalsCasterSettings = sgNormalsCaster.GetNormalCasterSettings();
sgNormalsCasterSettings.SetMaterialChannel( "Normals" );
sgNormalsCasterSettings.SetGenerateTangentSpaceNormals( true );
sgNormalsCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat.PNG );
sgRemeshingPipeline.AddMaterialCaster( sgNormalsCaster, 0 );
// Add a displacement caster to the pipeline. This will cast the displacement values, but instead
// of casting to a texture, it will cast into the tessellated attributes.
using Simplygon.spDisplacementCaster sgDisplacementCaster = sg.CreateDisplacementCaster();
sgDisplacementCaster.SetScene( sgScene );
using Simplygon.spDisplacementCasterSettings sgDisplacementCasterSettings = sgDisplacementCaster.GetDisplacementCasterSettings();
sgDisplacementCasterSettings.SetMaterialChannel( "Displacement" );
sgDisplacementCasterSettings.SetDilation( 10 );
sgDisplacementCasterSettings.SetOutputToTessellatedAttributes( true );
sgDisplacementCasterSettings.GetAttributeTessellationSamplingSettings().SetSourceMaterialId( 0 );
sgDisplacementCasterSettings.GetAttributeTessellationSamplingSettings().SetAttributeFormat( Simplygon.EAttributeFormat.U16 );
sgDisplacementCasterSettings.GetAttributeTessellationSamplingSettings().SetSupersamplingCount( 16 );
sgDisplacementCasterSettings.GetAttributeTessellationSamplingSettings().SetBlendOperation( Simplygon.EBlendOperation.Mean );
sgRemeshingPipeline.AddMaterialCaster( sgDisplacementCaster, 0 );
// Start the remeshing pipeline.
Console.WriteLine("Start the remeshing pipeline.");
sgRemeshingPipeline.RunScene(sgScene, Simplygon.EPipelineRunMode.RunInThisProcess);
// Save processed scene.
Console.WriteLine("Save processed scene.");
SaveScene(sg, sgScene, "RemeshedOutput.gltf");
// Create an attribute tessellation tool object.
using Simplygon.spAttributeTessellation sgAttributeTessellation = sg.CreateAttributeTessellation();
// Generate a tessellated copy of the scene.
Console.WriteLine("Generate a tessellated copy of the scene.");
using Simplygon.spScene sgTessellatedScene = sgAttributeTessellation.NewTessellatedScene(sgScene);
// Save the tessellated copy of the scene.
Console.WriteLine("Save the tessellated copy of the scene.");
SaveScene(sg, sgTessellatedScene, "RemeshedTessellatedOutput.obj");
// Check log for any warnings or errors.
Console.WriteLine("Check log for any warnings or errors.");
CheckLog(sg);
}
static int Main(string[] args)
{
using var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage);
if (errorCode != Simplygon.EErrorCodes.NoError)
{
Console.WriteLine( $"Failed to initialize Simplygon: ErrorCode({(int)errorCode}) {errorMessage}" );
return (int)errorCode;
}
RunRemeshingWithTessellatedAttributes(sg);
return 0;
}
}
# Copyright (c) Microsoft Corporation.
# Licensed under the MIT License.
import math
import os
import sys
import glob
import gc
import threading
from pathlib import Path
from simplygon10 import simplygon_loader
from simplygon10 import Simplygon
def LoadScene(sg: Simplygon.ISimplygon, path: str):
# Create scene importer
sgSceneImporter = sg.CreateSceneImporter()
sgSceneImporter.SetImportFilePath(path)
# Run scene importer.
importResult = sgSceneImporter.Run()
if Simplygon.Failed(importResult):
raise Exception('Failed to load scene.')
sgScene = sgSceneImporter.GetScene()
return sgScene
def SaveScene(sg: Simplygon.ISimplygon, sgScene: Simplygon.spScene, path: str):
# Create scene exporter.
sgSceneExporter = sg.CreateSceneExporter()
outputScenePath = ''.join(['output\\', 'AttributeTessellation', '_', path])
sgSceneExporter.SetExportFilePath(outputScenePath)
sgSceneExporter.SetScene(sgScene)
# Run scene exporter.
exportResult = sgSceneExporter.Run()
if Simplygon.Failed(exportResult):
raise Exception('Failed to save scene.')
def CheckLog(sg: Simplygon.ISimplygon):
# Check if any errors occurred.
hasErrors = sg.ErrorOccurred()
if hasErrors:
errors = sg.CreateStringArray()
sg.GetErrorMessages(errors)
errorCount = errors.GetItemCount()
if errorCount > 0:
print('Errors:')
for errorIndex in range(errorCount):
errorString = errors.GetItem(errorIndex)
print(errorString)
sg.ClearErrorMessages()
else:
print('No errors.')
# Check if any warnings occurred.
hasWarnings = sg.WarningOccurred()
if hasWarnings:
warnings = sg.CreateStringArray()
sg.GetWarningMessages(warnings)
warningCount = warnings.GetItemCount()
if warningCount > 0:
print('Warnings:')
for warningIndex in range(warningCount):
warningString = warnings.GetItem(warningIndex)
print(warningString)
sg.ClearWarningMessages()
else:
print('No warnings.')
def RunRemeshingWithTessellatedAttributes(sg: Simplygon.ISimplygon):
# Load scene to process.
print("Load scene to process.")
sgScene = LoadScene(sg, '../../../Assets/SimplygonMan/SimplygonMan.obj')
# Create the remeshing pipeline.
sgRemeshingPipeline = sg.CreateRemeshingPipeline()
# Fetch all the needed settings objects for the processing, including the attribute
# tessellation settings, which we will use to set up the attribute tessellation on the processed
# mesh.
sgRemeshingSettings = sgRemeshingPipeline.GetRemeshingSettings()
sgAttributeTessellationSettings = sgRemeshingPipeline.GetAttributeTessellationSettings()
sgMappingImageSettings = sgRemeshingPipeline.GetMappingImageSettings()
# Set on-screen size target for remeshing.
sgRemeshingSettings.SetOnScreenSize( 500 )
sgRemeshingSettings.SetGeometricalAccuracy( 2.0 )
# Get the attribute tessellation settings. The displacement data will be cast into a
# tessellated displacement attribute. In this example we use relative area as the density
# setting, which means that triangles are tessellated based on the size of the triangle, so that
# the tessellated attributes roughly take up the same area. The value is normalized and scale
# independent, so the total area of all the subvalues will add up to the normalized value 1. We set
# the maximum area per value to 1/1000000, which means that there will be at least 1000000 values
# total in the scene, unless we cap the total number of values with MaxTotalValuesCount or
# MaxTessellationLevel.
sgAttributeTessellationSettings.SetEnableAttributeTessellation( True )
sgAttributeTessellationSettings.SetAttributeTessellationDensityMode( Simplygon.EAttributeTessellationDensityMode_RelativeArea )
sgAttributeTessellationSettings.SetMaxAreaOfTessellatedValue( 0.000001 )
sgAttributeTessellationSettings.SetOnlyAllowOneLevelOfDifference( True )
sgAttributeTessellationSettings.SetMinTessellationLevel( 0 )
sgAttributeTessellationSettings.SetMaxTessellationLevel( 5 )
sgAttributeTessellationSettings.SetMaxTotalValuesCount( 1000000 )
# Set up the process to generate a mapping image which will be used after the reduction to cast new
# materials to the new reduced object, and also to cast the displacement data from the original
# object into the tessellated attributes of the processed mesh.
sgMappingImageSettings.SetGenerateMappingImage( True )
sgMappingImageSettings.SetGenerateTexCoords( True )
sgMappingImageSettings.SetApplyNewMaterialIds( True )
sgMappingImageSettings.SetGenerateTangents( True )
sgMappingImageSettings.SetUseFullRetexturing( True )
sgMappingImageSettings.SetTexCoordGeneratorType( Simplygon.ETexcoordGeneratorType_ChartAggregator )
sgOutputMaterialSettings = sgMappingImageSettings.GetOutputMaterialSettings(0)
# Set the size of the mapping image in the output material. This will be the output size of the
# textures when we do the material casting in the pipeline.
sgOutputMaterialSettings.SetTextureWidth( 2048 )
sgOutputMaterialSettings.SetTextureHeight( 2048 )
sgOutputMaterialSettings.SetMultisamplingLevel( 2 )
# Add a diffuse texture caster to the pipeline. This will cast the diffuse color (aka base
# color/albedo) in the original scene into a texture map in the output scene.
sgDiffuseCaster = sg.CreateColorCaster()
sgDiffuseCasterSettings = sgDiffuseCaster.GetColorCasterSettings()
sgDiffuseCasterSettings.SetMaterialChannel( "Diffuse" )
sgDiffuseCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat_PNG )
sgRemeshingPipeline.AddMaterialCaster( sgDiffuseCaster, 0 )
# Add a normals texture caster to the pipeline. This will cast the normals in the original scene
# into a normal map in the output scene.
sgNormalsCaster = sg.CreateNormalCaster()
sgNormalsCasterSettings = sgNormalsCaster.GetNormalCasterSettings()
sgNormalsCasterSettings.SetMaterialChannel( "Normals" )
sgNormalsCasterSettings.SetGenerateTangentSpaceNormals( True )
sgNormalsCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat_PNG )
sgRemeshingPipeline.AddMaterialCaster( sgNormalsCaster, 0 )
# Add a displacement caster to the pipeline. This will cast the displacement values, but instead
# of casting to a texture, it will cast into the tessellated attributes.
sgDisplacementCaster = sg.CreateDisplacementCaster()
sgDisplacementCaster.SetScene( sgScene )
sgDisplacementCasterSettings = sgDisplacementCaster.GetDisplacementCasterSettings()
sgDisplacementCasterSettings.SetMaterialChannel( "Displacement" )
sgDisplacementCasterSettings.SetDilation( 10 )
sgDisplacementCasterSettings.SetOutputToTessellatedAttributes( True )
sgDisplacementCasterSettings.GetAttributeTessellationSamplingSettings().SetSourceMaterialId( 0 )
sgDisplacementCasterSettings.GetAttributeTessellationSamplingSettings().SetAttributeFormat( Simplygon.EAttributeFormat_U16 )
sgDisplacementCasterSettings.GetAttributeTessellationSamplingSettings().SetSupersamplingCount( 16 )
sgDisplacementCasterSettings.GetAttributeTessellationSamplingSettings().SetBlendOperation( Simplygon.EBlendOperation_Mean )
sgRemeshingPipeline.AddMaterialCaster( sgDisplacementCaster, 0 )
# Start the remeshing pipeline.
print("Start the remeshing pipeline.")
sgRemeshingPipeline.RunScene(sgScene, Simplygon.EPipelineRunMode_RunInThisProcess)
# Save processed scene.
print("Save processed scene.")
SaveScene(sg, sgScene, 'RemeshedOutput.gltf')
# Create an attribute tessellation tool object.
sgAttributeTessellation = sg.CreateAttributeTessellation()
# Generate a tessellated copy of the scene.
print("Generate a tessellated copy of the scene.")
sgTessellatedScene = sgAttributeTessellation.NewTessellatedScene(sgScene)
# Save the tessellated copy of the scene.
print("Save the tessellated copy of the scene.")
SaveScene(sg, sgTessellatedScene, 'RemeshedTessellatedOutput.obj')
# Check log for any warnings or errors.
print("Check log for any warnings or errors.")
CheckLog(sg)
if __name__ == '__main__':
sg = simplygon_loader.init_simplygon()
if sg is None:
exit(Simplygon.GetLastInitializationError())
RunRemeshingWithTessellatedAttributes(sg)
sg = None
gc.collect()