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Mapping image settings ​

Simplygon can generate one or more mapping images, which can be used to cast material data from the original geometry onto the reduced geometry after the processing has completed.

A Mapping image is basically a texture on the reduced geometry where each pixel contains information of which triangle and barycentric coordinate on the original geometry that the pixel corresponds to.

The settings contains basic things like the desired texture dimensions of the mapping image to create, and there is also a setting for whether new texcoords shall be generated and how these texcoords shall be generated on the processed mesh. Texcoords can either be created from scratch when using the Parameterizer, purely based on LOD geometry, or be created from the original texcoords when using the ChartAggregator.

Some settings has a prefix which means they are only relevant when the corresponding GeneratorType is used. Multiple mapping image generation currently only works with the Reduction processor.

Output generation versus input material evaluation ​

The UV and tangent-generation settings in MappingImageSettings apply to the destination fields on the processed geometry. TexCoordName and TexCoordLevel select the output UV field used for the mapping image and generated textures. They do not select the original geometry fields used to interpret or sample the input materials.

Input material evaluation is defined by the source MaterialTable, materials, and TextureTable, including the materials' shading networks. The input geometry's MaterialIds field selects a material in the source table. Each texture node in that material identifies a source texture and selects its input UV field using the node's own TexCoordName or TexCoordLevel. Other field-reading nodes likewise reference the input geometry fields needed by the material.

For example, a source material can sample its texture using a ShadingTextureNode with TexCoordName = "SourceUV", while MappingImageSettings::TexCoordName = "LOD_UV" selects the destination UV field. Casting evaluates the source texture using SourceUV and writes the baked result according to LOD_UV. Setting the mapping image UV name or level does not change the source texture node's field reference. Configure the input material references to match the original geometry before casting or other material-evaluation operations.

ChartAggregatorSettings::OriginalTexCoordName and OriginalTexCoordLevel have a separate role: they select original UV charts to reuse when generating output UVs. They do not override the fields referenced by the input materials.

Output texture coordinates and tangent space ​

TexCoordLevel selects the output texture coordinate level by index. Alternatively, TexCoordName selects the field by its alternative name (GetAlternativeName()), not its built-in field name such as TexCoords0.

A non-empty TexCoordName takes precedence over TexCoordLevel. When generating new texture coordinates, an existing field with that alternative name is reused; otherwise, a field is created at the first available level. Setting both properties does not force the named field to use TexCoordLevel. Resolve its actual level on each output geometry with GetNamedTexCoordsIndex(name).

When tangent space is generated, it is calculated from the selected output texture coordinates and vertex normals. The tangent and bitangent fields use the same level as those texture coordinates: TexCoordsN corresponds to TangentsN and BitangentsN.

The generated tangent and bitangent fields have null alternative names. TexCoordName applies only to the texture coordinate field; it is not copied to the tangent fields. Therefore, do not pass the texture coordinate alternative name to GetNamedTangents, GetNamedBitangents, or their GetNamedOrIndexed variants. First resolve the texture coordinate level, then retrieve the tangent fields with GetTangents(level) and GetBitangents(level). Check for a missing texture coordinate field (level == -1) and missing tangent fields before using the results.

See Texture coordinates and tangent space for a retrieval example.

Supported processors ​

  • Reduction processor
  • Remeshing processor
  • Impostor processor
  • Aggregation processor
  • Foliage processor

Example ​

This example shows how to use the Reduction processor with material casting.

cpp
// Copyright (c) Microsoft Corporation. 
// Licensed under the MIT License. 

#include <string>
#include <stdlib.h>
#include <filesystem>
#include <future>
#include <vector>
#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("ReductionWithMaterialCasting") + 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 RunReductionWithMaterialCasting(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 reduction processor. 
	Simplygon::spReductionProcessor sgReductionProcessor = sg->CreateReductionProcessor();
	sgReductionProcessor->SetScene( sgScene );
	Simplygon::spReductionSettings sgReductionSettings = sgReductionProcessor->GetReductionSettings();
	Simplygon::spMappingImageSettings sgMappingImageSettings = sgReductionProcessor->GetMappingImageSettings();
	
	// Set reduction target to triangle ratio with a ratio of 50%. 
	sgReductionSettings->SetReductionTargets( Simplygon::EStopCondition::All, true, false, false, false );
	sgReductionSettings->SetReductionTargetTriangleRatio( 0.5f );
	
	// 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 );
	sgMappingImageSettings->SetTexCoordGeneratorType( Simplygon::ETexcoordGeneratorType::ChartAggregator );
	Simplygon::spChartAggregatorSettings sgChartAggregatorSettings = sgMappingImageSettings->GetChartAggregatorSettings();
	
	// Enable the chart aggregator and reuse UV space. 
	sgChartAggregatorSettings->SetChartAggregatorMode( Simplygon::EChartAggregatorMode::SurfaceArea );
	sgChartAggregatorSettings->SetSeparateOverlappingCharts( false );
	Simplygon::spMappingImageOutputMaterialSettings sgOutputMaterialSettings = sgMappingImageSettings->GetOutputMaterialSettings(0);
	
	// Setting the size of the output material for the mapping image. This will be the output size of the 
	// textures when we do material casting in a later stage. 
	sgOutputMaterialSettings->SetTextureWidth( 2048 );
	sgOutputMaterialSettings->SetTextureHeight( 2048 );
	
	// 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();
	
	// Setup and run the normals material casting. 	
	printf("%s\n", "Setup and run the normals material casting.");
	Simplygon::spNormalCaster sgNormalsCaster = sg->CreateNormalCaster();
	sgNormalsCaster->SetMappingImage( sgReductionProcessor->GetMappingImage() );
	sgNormalsCaster->SetSourceMaterials( sgScene->GetMaterialTable() );
	sgNormalsCaster->SetSourceTextures( sgScene->GetTextureTable() );
	sgNormalsCaster->SetOutputFilePath( "NormalsTexture" );

	Simplygon::spNormalCasterSettings sgNormalsCasterSettings = sgNormalsCaster->GetNormalCasterSettings();
	sgNormalsCasterSettings->SetMaterialChannel( "Normals" );
	sgNormalsCasterSettings->SetGenerateTangentSpaceNormals( true );
	sgNormalsCasterSettings->SetOutputImageFileFormat( Simplygon::EImageOutputFormat::PNG );

	sgNormalsCaster->RunProcessing();
	std::string normalsTextureFilePath = sgNormalsCaster->GetOutputFilePath().c_str();
	
	// Update scene with new casted textures. 
	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 );
	Simplygon::spTexture sgNormalsTexture = sg->CreateTexture();
	sgNormalsTexture->SetName( "Normals" );
	sgNormalsTexture->SetFilePath( normalsTextureFilePath.c_str() );
	sgTextureTable->AddTexture( sgNormalsTexture );

	Simplygon::spShadingTextureNode sgNormalsTextureShadingNode = sg->CreateShadingTextureNode();
	sgNormalsTextureShadingNode->SetTexCoordLevel( 0 );
	sgNormalsTextureShadingNode->SetTextureName( "Normals" );

	sgMaterial->AddMaterialChannel( "Normals" );
	sgMaterial->SetShadingNetwork( "Normals", sgNormalsTextureShadingNode );

	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);
	}

	RunReductionWithMaterialCasting(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\\", "ReductionWithMaterialCasting", "_", 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 RunReductionWithMaterialCasting(Simplygon.ISimplygon sg)
    {
        // Load scene to process.         
        Console.WriteLine("Load scene to process.");
        Simplygon.spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
        
        // Create the reduction processor. 
        using Simplygon.spReductionProcessor sgReductionProcessor = sg.CreateReductionProcessor();
        sgReductionProcessor.SetScene( sgScene );
        using Simplygon.spReductionSettings sgReductionSettings = sgReductionProcessor.GetReductionSettings();
        using Simplygon.spMappingImageSettings sgMappingImageSettings = sgReductionProcessor.GetMappingImageSettings();
        
        // Set reduction target to triangle ratio with a ratio of 50%. 
        sgReductionSettings.SetReductionTargets( Simplygon.EStopCondition.All, true, false, false, false );
        sgReductionSettings.SetReductionTargetTriangleRatio( 0.5f );
        
        // 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 );
        sgMappingImageSettings.SetTexCoordGeneratorType( Simplygon.ETexcoordGeneratorType.ChartAggregator );
        using Simplygon.spChartAggregatorSettings sgChartAggregatorSettings = sgMappingImageSettings.GetChartAggregatorSettings();
        
        // Enable the chart aggregator and reuse UV space. 
        sgChartAggregatorSettings.SetChartAggregatorMode( Simplygon.EChartAggregatorMode.SurfaceArea );
        sgChartAggregatorSettings.SetSeparateOverlappingCharts( false );
        using Simplygon.spMappingImageOutputMaterialSettings sgOutputMaterialSettings = sgMappingImageSettings.GetOutputMaterialSettings(0);
        
        // Setting the size of the output material for the mapping image. This will be the output size of the 
        // textures when we do material casting in a later stage. 
        sgOutputMaterialSettings.SetTextureWidth( 2048 );
        sgOutputMaterialSettings.SetTextureHeight( 2048 );
        
        // 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();
        
        // Setup and run the normals material casting.         
        Console.WriteLine("Setup and run the normals material casting.");
        string normalsTextureFilePath;
        using Simplygon.spNormalCaster sgNormalsCaster = sg.CreateNormalCaster();
        sgNormalsCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() );
        sgNormalsCaster.SetSourceMaterials( sgScene.GetMaterialTable() );
        sgNormalsCaster.SetSourceTextures( sgScene.GetTextureTable() );
        sgNormalsCaster.SetOutputFilePath( "NormalsTexture" );

        using Simplygon.spNormalCasterSettings sgNormalsCasterSettings = sgNormalsCaster.GetNormalCasterSettings();
        sgNormalsCasterSettings.SetMaterialChannel( "Normals" );
        sgNormalsCasterSettings.SetGenerateTangentSpaceNormals( true );
        sgNormalsCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat.PNG );

        sgNormalsCaster.RunProcessing();
        normalsTextureFilePath = sgNormalsCaster.GetOutputFilePath();
        
        // Update scene with new casted textures. 
        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 );
        using Simplygon.spTexture sgNormalsTexture = sg.CreateTexture();
        sgNormalsTexture.SetName( "Normals" );
        sgNormalsTexture.SetFilePath( normalsTextureFilePath );
        sgTextureTable.AddTexture( sgNormalsTexture );

        using Simplygon.spShadingTextureNode sgNormalsTextureShadingNode = sg.CreateShadingTextureNode();
        sgNormalsTextureShadingNode.SetTexCoordLevel( 0 );
        sgNormalsTextureShadingNode.SetTextureName( "Normals" );

        sgMaterial.AddMaterialChannel( "Normals" );
        sgMaterial.SetShadingNetwork( "Normals", sgNormalsTextureShadingNode );

        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;
        }
        RunReductionWithMaterialCasting(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\\', 'ReductionWithMaterialCasting', '_', 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 RunReductionWithMaterialCasting(sg: Simplygon.ISimplygon):
    # Load scene to process.     
    print("Load scene to process.")
    sgScene = LoadScene(sg, '../../../Assets/SimplygonMan/SimplygonMan.obj')
    
    # Create the reduction processor. 
    sgReductionProcessor = sg.CreateReductionProcessor()
    sgReductionProcessor.SetScene( sgScene )
    sgReductionSettings = sgReductionProcessor.GetReductionSettings()
    sgMappingImageSettings = sgReductionProcessor.GetMappingImageSettings()
    
    # Set reduction target to triangle ratio with a ratio of 50%. 
    sgReductionSettings.SetReductionTargets( Simplygon.EStopCondition_All, True, False, False, False )
    sgReductionSettings.SetReductionTargetTriangleRatio( 0.5 )
    
    # 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 )
    sgMappingImageSettings.SetTexCoordGeneratorType( Simplygon.ETexcoordGeneratorType_ChartAggregator )
    sgChartAggregatorSettings = sgMappingImageSettings.GetChartAggregatorSettings()
    
    # Enable the chart aggregator and reuse UV space. 
    sgChartAggregatorSettings.SetChartAggregatorMode( Simplygon.EChartAggregatorMode_SurfaceArea )
    sgChartAggregatorSettings.SetSeparateOverlappingCharts( False )
    sgOutputMaterialSettings = sgMappingImageSettings.GetOutputMaterialSettings(0)
    
    # Setting the size of the output material for the mapping image. This will be the output size of the 
    # textures when we do material casting in a later stage. 
    sgOutputMaterialSettings.SetTextureWidth( 2048 )
    sgOutputMaterialSettings.SetTextureHeight( 2048 )
    
    # 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()
    
    # Setup and run the normals material casting.     
    print("Setup and run the normals material casting.")
    sgNormalsCaster = sg.CreateNormalCaster()
    sgNormalsCaster.SetMappingImage( sgReductionProcessor.GetMappingImage() )
    sgNormalsCaster.SetSourceMaterials( sgScene.GetMaterialTable() )
    sgNormalsCaster.SetSourceTextures( sgScene.GetTextureTable() )
    sgNormalsCaster.SetOutputFilePath( 'NormalsTexture' )

    sgNormalsCasterSettings = sgNormalsCaster.GetNormalCasterSettings()
    sgNormalsCasterSettings.SetMaterialChannel( 'Normals' )
    sgNormalsCasterSettings.SetGenerateTangentSpaceNormals( True )
    sgNormalsCasterSettings.SetOutputImageFileFormat( Simplygon.EImageOutputFormat_PNG )

    sgNormalsCaster.RunProcessing()
    normalsTextureFilePath = sgNormalsCaster.GetOutputFilePath()
    
    # Update scene with new casted textures. 
    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 )
    sgNormalsTexture = sg.CreateTexture()
    sgNormalsTexture.SetName( 'Normals' )
    sgNormalsTexture.SetFilePath( normalsTextureFilePath )
    sgTextureTable.AddTexture( sgNormalsTexture )

    sgNormalsTextureShadingNode = sg.CreateShadingTextureNode()
    sgNormalsTextureShadingNode.SetTexCoordLevel( 0 )
    sgNormalsTextureShadingNode.SetTextureName( 'Normals' )

    sgMaterial.AddMaterialChannel( 'Normals' )
    sgMaterial.SetShadingNetwork( 'Normals', sgNormalsTextureShadingNode )

    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())

        RunReductionWithMaterialCasting(sg)

        sg = None
        gc.collect()