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This example shows how to use Simplygon shading network.

cpp
// 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("ShadingNetworks") + 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", "CheckLog: 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", "CheckLog: 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", "CheckLog: 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", "CheckLog: No warnings.");
	}
	
	// Error out if Simplygon has errors. 
	if (hasErrors)
	{
		throw std::exception("Processing failed with an error");
	}
}

void RunReductionWithShadingNetworks(Simplygon::ISimplygon* sg)
{
	// Load scene to process. 	
	printf("%s\n", "Load scene to process.");
	Simplygon::spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
	Simplygon::spReductionProcessor sgReductionProcessor = sg->CreateReductionProcessor();
	sgReductionProcessor->SetScene( sgScene );
	Simplygon::spReductionSettings sgReductionSettings = sgReductionProcessor->GetReductionSettings();
	Simplygon::spMappingImageSettings sgMappingImageSettings = sgReductionProcessor->GetMappingImageSettings();
	
	// Generates a mapping image which is used after the reduction to cast new materials to the new 
	// reduced object. 
	sgMappingImageSettings->SetGenerateMappingImage( true );
	sgMappingImageSettings->SetApplyNewMaterialIds( true );
	sgMappingImageSettings->SetGenerateTangents( true );
	sgMappingImageSettings->SetUseFullRetexturing( true );
	
	// Inject a sepia filter into the shading network for the diffuse channel for each material in the 
	// scene. 
	int materialCount = (int)sgScene->GetMaterialTable()->GetMaterialsCount();
	for (int i = 0; i < materialCount; ++i)
	{
		Simplygon::spMaterial sgSepiaMaterial = sgScene->GetMaterialTable()->GetMaterial(i);

		Simplygon::spShadingNode sgMaterialShadingNode = sgSepiaMaterial->GetShadingNetwork("Diffuse");
		Simplygon::spShadingColorNode sgSepiaColor1 = sg->CreateShadingColorNode();
		Simplygon::spShadingColorNode sgSepiaColor2 = sg->CreateShadingColorNode();
		Simplygon::spShadingColorNode sgSepiaColor3 = sg->CreateShadingColorNode();
		Simplygon::spShadingColorNode sgRedFilter = sg->CreateShadingColorNode();
		Simplygon::spShadingColorNode sgGreenFilter = sg->CreateShadingColorNode();
		Simplygon::spShadingColorNode sgBlueFilter = sg->CreateShadingColorNode();
		Simplygon::spShadingDot3Node sgSepiaDot1 = sg->CreateShadingDot3Node();
		Simplygon::spShadingDot3Node sgSepiaDot2 = sg->CreateShadingDot3Node();
		Simplygon::spShadingDot3Node sgSepiaDot3 = sg->CreateShadingDot3Node();
		Simplygon::spShadingMultiplyNode sgSepiaMul1 = sg->CreateShadingMultiplyNode();
		Simplygon::spShadingMultiplyNode sgSepiaMul2 = sg->CreateShadingMultiplyNode();
		Simplygon::spShadingMultiplyNode sgSepiaMul3 = sg->CreateShadingMultiplyNode();
		Simplygon::spShadingAddNode sgSepiaAdd1 = sg->CreateShadingAddNode();
		Simplygon::spShadingAddNode sgSepiaAdd2 = sg->CreateShadingAddNode();

		sgSepiaColor1->SetColor(0.393f, 0.769f, 0.189f, 1.0f);
		sgSepiaColor2->SetColor(0.349f, 0.686f, 0.168f, 1.0f);
		sgSepiaColor3->SetColor(0.272f, 0.534f, 0.131f, 1.0f);
		sgRedFilter->SetColor(1.0f, 0.0f, 0.0f, 1.0f);
		sgGreenFilter->SetColor(0.0f, 1.0f, 0.0f, 1.0f);
		sgBlueFilter->SetColor(0.0f, 0.0f, 1.0f, 1.0f);

		sgSepiaDot1->SetInput(0, sgSepiaColor1);
		sgSepiaDot1->SetInput(1, sgMaterialShadingNode);
		sgSepiaDot2->SetInput(0, sgSepiaColor2);
		sgSepiaDot2->SetInput(1, sgMaterialShadingNode);
		sgSepiaDot3->SetInput(0, sgSepiaColor3);
		sgSepiaDot3->SetInput(1, sgMaterialShadingNode);
		sgSepiaMul1->SetInput(0, sgSepiaDot1);
		sgSepiaMul1->SetInput(1, sgRedFilter);
		sgSepiaMul2->SetInput(0, sgSepiaDot2);
		sgSepiaMul2->SetInput(1, sgGreenFilter);
		sgSepiaMul3->SetInput(0, sgSepiaDot3);
		sgSepiaMul3->SetInput(1, sgBlueFilter);
		sgSepiaAdd1->SetInput(0, sgSepiaMul1);
		sgSepiaAdd1->SetInput(1, sgSepiaMul2);
		sgSepiaAdd2->SetInput(0, sgSepiaAdd1);
		sgSepiaAdd2->SetInput(1, sgSepiaMul3);

		sgSepiaMaterial->SetShadingNetwork("Diffuse", sgSepiaAdd2);
	}
	
	// Start the reduction process. 	
	printf("%s\n", "Start the reduction process.");
	sgReductionProcessor->RunProcessing();
	
	// Setup and run the diffuse material casting. 	
	printf("%s\n", "Setup and run the diffuse material casting.");
	Simplygon::spColorCaster sgDiffuseCaster = sg->CreateColorCaster();
	sgDiffuseCaster->SetMappingImage( sgReductionProcessor->GetMappingImage() );
	sgDiffuseCaster->SetSourceMaterials( sgScene->GetMaterialTable() );
	sgDiffuseCaster->SetSourceTextures( sgScene->GetTextureTable() );
	sgDiffuseCaster->SetOutputFilePath( "DiffuseTexture" );

	Simplygon::spColorCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster->GetColorCasterSettings();
	sgDiffuseCasterSettings->SetMaterialChannel( "Diffuse" );
	sgDiffuseCasterSettings->SetOutputImageFileFormat( Simplygon::EImageOutputFormat::PNG );

	sgDiffuseCaster->RunProcessing();
	std::string diffuseTextureFilePath = sgDiffuseCaster->GetOutputFilePath().c_str();
	
	// Update scene with new casted texture. 
	Simplygon::spMaterialTable sgMaterialTable = sg->CreateMaterialTable();
	Simplygon::spTextureTable sgTextureTable = sg->CreateTextureTable();
	Simplygon::spMaterial sgMaterial = sg->CreateMaterial();
	sgMaterial->SetName("OutputMaterial");
	Simplygon::spTexture sgDiffuseTexture = sg->CreateTexture();
	sgDiffuseTexture->SetName( "Diffuse" );
	sgDiffuseTexture->SetFilePath( diffuseTextureFilePath.c_str() );
	sgTextureTable->AddTexture( sgDiffuseTexture );

	Simplygon::spShadingTextureNode sgDiffuseTextureShadingNode = sg->CreateShadingTextureNode();
	sgDiffuseTextureShadingNode->SetTexCoordLevel( 0 );
	sgDiffuseTextureShadingNode->SetTextureName( "Diffuse" );

	sgMaterial->AddMaterialChannel( "Diffuse" );
	sgMaterial->SetShadingNetwork( "Diffuse", sgDiffuseTextureShadingNode );

	sgMaterialTable->AddMaterial( sgMaterial );

	sgScene->GetTextureTable()->Clear();
	sgScene->GetMaterialTable()->Clear();
	sgScene->GetTextureTable()->Copy(sgTextureTable);
	sgScene->GetMaterialTable()->Copy(sgMaterialTable);
	
	// Save processed scene. 	
	printf("%s\n", "Save processed scene.");
	SaveScene(sg, sgScene, "Output.fbx");
	
	// 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);
	}

	RunReductionWithShadingNetworks(sg);

	Simplygon::Deinitialize(sg);

	return 0;
}
csharp
// 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\\", "ShadingNetworks", "_", 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("CheckLog: Errors:");
                for (uint errorIndex = 0; errorIndex < errorCount; ++errorIndex)
                {
                    string errorString = errors.GetItem((int)errorIndex);
                    Console.WriteLine(errorString);
                }
                sg.ClearErrorMessages();
            }
        }
        else
        {
            Console.WriteLine("CheckLog: 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("CheckLog: Warnings:");
                for (uint warningIndex = 0; warningIndex < warningCount; ++warningIndex)
                {
                    string warningString = warnings.GetItem((int)warningIndex);
                    Console.WriteLine(warningString);
                }
                sg.ClearWarningMessages();
            }
        }
        else
        {
            Console.WriteLine("CheckLog: No warnings.");
        }
        
        // Error out if Simplygon has errors. 
        if (hasErrors)
        {
            throw new System.Exception("Processing failed with an error");
        }
    }

    static void RunReductionWithShadingNetworks(Simplygon.ISimplygon sg)
    {
        // Load scene to process.         
        Console.WriteLine("Load scene to process.");
        Simplygon.spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
        using Simplygon.spReductionProcessor sgReductionProcessor = sg.CreateReductionProcessor();
        sgReductionProcessor.SetScene( sgScene );
        using Simplygon.spReductionSettings sgReductionSettings = sgReductionProcessor.GetReductionSettings();
        using Simplygon.spMappingImageSettings sgMappingImageSettings = sgReductionProcessor.GetMappingImageSettings();
        
        // Generates a mapping image which is used after the reduction to cast new materials to the new 
        // reduced object. 
        sgMappingImageSettings.SetGenerateMappingImage( true );
        sgMappingImageSettings.SetApplyNewMaterialIds( true );
        sgMappingImageSettings.SetGenerateTangents( true );
        sgMappingImageSettings.SetUseFullRetexturing( true );
        
        // Inject a sepia filter into the shading network for the diffuse channel for each material in the 
        // scene. 
        int materialCount = (int)sgScene.GetMaterialTable().GetMaterialsCount();
        for (int i = 0; i < materialCount; ++i)
        {
            Simplygon.spMaterial sgSepiaMaterial = sgScene.GetMaterialTable().GetMaterial(i);

            using Simplygon.spShadingNode sgMaterialShadingNode = sgSepiaMaterial.GetShadingNetwork("Diffuse");
            using Simplygon.spShadingColorNode sgSepiaColor1 = sg.CreateShadingColorNode();
            using Simplygon.spShadingColorNode sgSepiaColor2 = sg.CreateShadingColorNode();
            using Simplygon.spShadingColorNode sgSepiaColor3 = sg.CreateShadingColorNode();
            using Simplygon.spShadingColorNode sgRedFilter = sg.CreateShadingColorNode();
            using Simplygon.spShadingColorNode sgGreenFilter = sg.CreateShadingColorNode();
            using Simplygon.spShadingColorNode sgBlueFilter = sg.CreateShadingColorNode();
            using Simplygon.spShadingDot3Node sgSepiaDot1 = sg.CreateShadingDot3Node();
            using Simplygon.spShadingDot3Node sgSepiaDot2 = sg.CreateShadingDot3Node();
            using Simplygon.spShadingDot3Node sgSepiaDot3 = sg.CreateShadingDot3Node();
            using Simplygon.spShadingMultiplyNode sgSepiaMul1 = sg.CreateShadingMultiplyNode();
            using Simplygon.spShadingMultiplyNode sgSepiaMul2 = sg.CreateShadingMultiplyNode();
            using Simplygon.spShadingMultiplyNode sgSepiaMul3 = sg.CreateShadingMultiplyNode();
            using Simplygon.spShadingAddNode sgSepiaAdd1 = sg.CreateShadingAddNode();
            using Simplygon.spShadingAddNode sgSepiaAdd2 = sg.CreateShadingAddNode();

            sgSepiaColor1.SetColor(0.393f, 0.769f, 0.189f, 1.0f);
            sgSepiaColor2.SetColor(0.349f, 0.686f, 0.168f, 1.0f);
            sgSepiaColor3.SetColor(0.272f, 0.534f, 0.131f, 1.0f);
            sgRedFilter.SetColor(1.0f, 0.0f, 0.0f, 1.0f);
            sgGreenFilter.SetColor(0.0f, 1.0f, 0.0f, 1.0f);
            sgBlueFilter.SetColor(0.0f, 0.0f, 1.0f, 1.0f);

            sgSepiaDot1.SetInput(0, sgSepiaColor1);
            sgSepiaDot1.SetInput(1, sgMaterialShadingNode);
            sgSepiaDot2.SetInput(0, sgSepiaColor2);
            sgSepiaDot2.SetInput(1, sgMaterialShadingNode);
            sgSepiaDot3.SetInput(0, sgSepiaColor3);
            sgSepiaDot3.SetInput(1, sgMaterialShadingNode);
            sgSepiaMul1.SetInput(0, sgSepiaDot1);
            sgSepiaMul1.SetInput(1, sgRedFilter);
            sgSepiaMul2.SetInput(0, sgSepiaDot2);
            sgSepiaMul2.SetInput(1, sgGreenFilter);
            sgSepiaMul3.SetInput(0, sgSepiaDot3);
            sgSepiaMul3.SetInput(1, sgBlueFilter);
            sgSepiaAdd1.SetInput(0, sgSepiaMul1);
            sgSepiaAdd1.SetInput(1, sgSepiaMul2);
            sgSepiaAdd2.SetInput(0, sgSepiaAdd1);
            sgSepiaAdd2.SetInput(1, sgSepiaMul3);

            sgSepiaMaterial.SetShadingNetwork("Diffuse", sgSepiaAdd2);
        }
        
        // Start the reduction process.         
        Console.WriteLine("Start the reduction process.");
        sgReductionProcessor.RunProcessing();
        
        // Setup and run the diffuse material casting.         
        Console.WriteLine("Setup and run the diffuse material casting.");
        string diffuseTextureFilePath;
        using Simplygon.spColorCaster sgDiffuseCaster = sg.CreateColorCaster();
        sgDiffuseCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() );
        sgDiffuseCaster.SetSourceMaterials( sgScene.GetMaterialTable() );
        sgDiffuseCaster.SetSourceTextures( sgScene.GetTextureTable() );
        sgDiffuseCaster.SetOutputFilePath( "DiffuseTexture" );

        using Simplygon.spColorCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster.GetColorCasterSettings();
        sgDiffuseCasterSettings.SetMaterialChannel( "Diffuse" );
        sgDiffuseCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat.PNG );

        sgDiffuseCaster.RunProcessing();
        diffuseTextureFilePath = sgDiffuseCaster.GetOutputFilePath();
        
        // Update scene with new casted texture. 
        using Simplygon.spMaterialTable sgMaterialTable = sg.CreateMaterialTable();
        using Simplygon.spTextureTable sgTextureTable = sg.CreateTextureTable();
        using Simplygon.spMaterial sgMaterial = sg.CreateMaterial();
        sgMaterial.SetName("OutputMaterial");
        using Simplygon.spTexture sgDiffuseTexture = sg.CreateTexture();
        sgDiffuseTexture.SetName( "Diffuse" );
        sgDiffuseTexture.SetFilePath( diffuseTextureFilePath );
        sgTextureTable.AddTexture( sgDiffuseTexture );

        using Simplygon.spShadingTextureNode sgDiffuseTextureShadingNode = sg.CreateShadingTextureNode();
        sgDiffuseTextureShadingNode.SetTexCoordLevel( 0 );
        sgDiffuseTextureShadingNode.SetTextureName( "Diffuse" );

        sgMaterial.AddMaterialChannel( "Diffuse" );
        sgMaterial.SetShadingNetwork( "Diffuse", sgDiffuseTextureShadingNode );

        sgMaterialTable.AddMaterial( sgMaterial );

        sgScene.GetTextureTable().Clear();
        sgScene.GetMaterialTable().Clear();
        sgScene.GetTextureTable().Copy(sgTextureTable);
        sgScene.GetMaterialTable().Copy(sgMaterialTable);
        
        // Save processed scene.         
        Console.WriteLine("Save processed scene.");
        SaveScene(sg, sgScene, "Output.fbx");
        
        // 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;
        }
        RunReductionWithShadingNetworks(sg);

        return 0;
    }

}
python
# 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\\', 'ShadingNetworks', '_', 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('CheckLog: Errors:')
            for errorIndex in range(errorCount):
                errorString = errors.GetItem(errorIndex)
                print(errorString)
            sg.ClearErrorMessages()
    else:
        print('CheckLog: 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('CheckLog: Warnings:')
            for warningIndex in range(warningCount):
                warningString = warnings.GetItem(warningIndex)
                print(warningString)
            sg.ClearWarningMessages()
    else:
        print('CheckLog: No warnings.')
    
    # Error out if Simplygon has errors. 
    if hasErrors:
        raise Exception('Processing failed with an error')

def RunReductionWithShadingNetworks(sg: Simplygon.ISimplygon):
    # Load scene to process.     
    print("Load scene to process.")
    sgScene = LoadScene(sg, '../../../Assets/SimplygonMan/SimplygonMan.obj')
    sgReductionProcessor = sg.CreateReductionProcessor()
    sgReductionProcessor.SetScene( sgScene )
    sgReductionSettings = sgReductionProcessor.GetReductionSettings()
    sgMappingImageSettings = sgReductionProcessor.GetMappingImageSettings()
    
    # Generates a mapping image which is used after the reduction to cast new materials to the new 
    # reduced object. 
    sgMappingImageSettings.SetGenerateMappingImage( True )
    sgMappingImageSettings.SetApplyNewMaterialIds( True )
    sgMappingImageSettings.SetGenerateTangents( True )
    sgMappingImageSettings.SetUseFullRetexturing( True )
    
    # Inject a sepia filter into the shading network for the diffuse channel for each material in the 
    # scene. 
    materialCount = sgScene.GetMaterialTable().GetMaterialsCount()
    for i in range(0, materialCount):
        sgSepiaMaterial = sgScene.GetMaterialTable().GetMaterial(i)

        sgMaterialShadingNode = sgSepiaMaterial.GetShadingNetwork("Diffuse")
        sgSepiaColor1 = sg.CreateShadingColorNode()
        sgSepiaColor2 = sg.CreateShadingColorNode()
        sgSepiaColor3 = sg.CreateShadingColorNode()
        sgRedFilter = sg.CreateShadingColorNode()
        sgGreenFilter = sg.CreateShadingColorNode()
        sgBlueFilter = sg.CreateShadingColorNode()
        sgSepiaDot1 = sg.CreateShadingDot3Node()
        sgSepiaDot2 = sg.CreateShadingDot3Node()
        sgSepiaDot3 = sg.CreateShadingDot3Node()
        sgSepiaMul1 = sg.CreateShadingMultiplyNode()
        sgSepiaMul2 = sg.CreateShadingMultiplyNode()
        sgSepiaMul3 = sg.CreateShadingMultiplyNode()
        sgSepiaAdd1 = sg.CreateShadingAddNode()
        sgSepiaAdd2 = sg.CreateShadingAddNode()

        sgSepiaColor1.SetColor(0.393, 0.769, 0.189, 1.0)
        sgSepiaColor2.SetColor(0.349, 0.686, 0.168, 1.0)
        sgSepiaColor3.SetColor(0.272, 0.534, 0.131, 1.0)
        sgRedFilter.SetColor(1.0, 0.0, 0.0, 1.0)
        sgGreenFilter.SetColor(0.0, 1.0, 0.0, 1.0)
        sgBlueFilter.SetColor(0.0, 0.0, 1.0, 1.0)

        sgSepiaDot1.SetInput(0, sgSepiaColor1)
        sgSepiaDot1.SetInput(1, sgMaterialShadingNode)
        sgSepiaDot2.SetInput(0, sgSepiaColor2)
        sgSepiaDot2.SetInput(1, sgMaterialShadingNode)
        sgSepiaDot3.SetInput(0, sgSepiaColor3)
        sgSepiaDot3.SetInput(1, sgMaterialShadingNode)
        sgSepiaMul1.SetInput(0, sgSepiaDot1)
        sgSepiaMul1.SetInput(1, sgRedFilter)
        sgSepiaMul2.SetInput(0, sgSepiaDot2)
        sgSepiaMul2.SetInput(1, sgGreenFilter)
        sgSepiaMul3.SetInput(0, sgSepiaDot3)
        sgSepiaMul3.SetInput(1, sgBlueFilter)
        sgSepiaAdd1.SetInput(0, sgSepiaMul1)
        sgSepiaAdd1.SetInput(1, sgSepiaMul2)
        sgSepiaAdd2.SetInput(0, sgSepiaAdd1)
        sgSepiaAdd2.SetInput(1, sgSepiaMul3)

        sgSepiaMaterial.SetShadingNetwork('Diffuse', sgSepiaAdd2)
    
    # Start the reduction process.     
    print("Start the reduction process.")
    sgReductionProcessor.RunProcessing()
    
    # Setup and run the diffuse material casting.     
    print("Setup and run the diffuse material casting.")
    sgDiffuseCaster = sg.CreateColorCaster()
    sgDiffuseCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() )
    sgDiffuseCaster.SetSourceMaterials( sgScene.GetMaterialTable() )
    sgDiffuseCaster.SetSourceTextures( sgScene.GetTextureTable() )
    sgDiffuseCaster.SetOutputFilePath( 'DiffuseTexture' )

    sgDiffuseCasterSettings = sgDiffuseCaster.GetColorCasterSettings()
    sgDiffuseCasterSettings.SetMaterialChannel( 'Diffuse' )
    sgDiffuseCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat_PNG )

    sgDiffuseCaster.RunProcessing()
    diffuseTextureFilePath = sgDiffuseCaster.GetOutputFilePath()
    
    # Update scene with new casted texture. 
    sgMaterialTable = sg.CreateMaterialTable()
    sgTextureTable = sg.CreateTextureTable()
    sgMaterial = sg.CreateMaterial()
    sgMaterial.SetName("OutputMaterial")
    sgDiffuseTexture = sg.CreateTexture()
    sgDiffuseTexture.SetName( 'Diffuse' )
    sgDiffuseTexture.SetFilePath( diffuseTextureFilePath )
    sgTextureTable.AddTexture( sgDiffuseTexture )

    sgDiffuseTextureShadingNode = sg.CreateShadingTextureNode()
    sgDiffuseTextureShadingNode.SetTexCoordLevel( 0 )
    sgDiffuseTextureShadingNode.SetTextureName( 'Diffuse' )

    sgMaterial.AddMaterialChannel( 'Diffuse' )
    sgMaterial.SetShadingNetwork( 'Diffuse', sgDiffuseTextureShadingNode )

    sgMaterialTable.AddMaterial( sgMaterial )

    sgScene.GetTextureTable().Clear()
    sgScene.GetMaterialTable().Clear()
    sgScene.GetTextureTable().Copy(sgTextureTable)
    sgScene.GetMaterialTable().Copy(sgMaterialTable)
    
    # Save processed scene.     
    print("Save processed scene.")
    SaveScene(sg, sgScene, 'Output.fbx')
    
    # 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())

        RunReductionWithShadingNetworks(sg)

        sg = None
        gc.collect()