Simplygon 9 Documentation Simplygon 9 Documentation
Overview
Simplygon API
Maya
Max
UE4
Unity
Download
Overview
Simplygon API
Maya
Max
UE4
Unity
Download
  • Simplygon API
  • Getting started

  • API Concepts

  • Examples

    • Getting started
    • Aggregation

    • Aggregation pipeline

    • Material Casting

      • Ambient occlusion casting
      • Color casting
      • Displacement casting
      • Geometry data casting
      • Layered opacity casting
      • Normals casting
      • Opacity casting
      • Vertex color casting
    • Batching

    • Events

    • Scene

    • Reduction

    • Reduction pipeline

    • Remeshing

    • Remeshing pipeline

    • Shading networks

  • API Reference

    // Copyright (c) Microsoft Corporation. 
    // Licensed under the MIT license. 
    
    #include <string>
    #include <stdlib.h>
    #include <filesystem>
    #include <future>
    #include "SimplygonLoader.h"
    
    
    void VertexColorCasting(Simplygon::ISimplygon* sg)
    {
    	Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
    	sgSceneImporter->SetImportFilePath( "../Assets/RiggedSimplygonMan/RiggedSimplygonMan.fbx" );
    	if(!sgSceneImporter->RunImport())
    		throw std::exception("Failed to load RiggedSimplygonMan/RiggedSimplygonMan.fbx.");
    	Simplygon::spScene sgScene = sgSceneImporter->GetScene();
    
    	// Create the aggregation processor. 
    	Simplygon::spAggregationProcessor sgAggregationProcessor = sg->CreateAggregationProcessor();
    
    	sgAggregationProcessor->SetScene( sgScene );
    
    	Simplygon::spAggregationSettings sgAggregationSettings = sgAggregationProcessor->GetAggregationSettings();
    	Simplygon::spMappingImageSettings sgMappingImageSettings = sgAggregationProcessor->GetMappingImageSettings();
    
    	// Merge all geometries into a single geometry. 
    	sgAggregationSettings->SetMergeGeometries( true );
    
    	// Generates a mapping image which is used after the aggregation to cast new materials to the new 
    	// aggregated object. 
    	sgMappingImageSettings->SetGenerateMappingImage( true );
    	sgMappingImageSettings->SetApplyNewMaterialIds( true );
    	sgMappingImageSettings->SetGenerateTangents( true );
    	sgMappingImageSettings->SetUseFullRetexturing( true );
    
    	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 aggregation process. 
    	sgAggregationProcessor->RunProcessing();
    
    	// Setup and run the vertex color material casting. 
    	Simplygon::spVertexColorCaster sgDiffuseCaster = sg->CreateVertexColorCaster();
    	sgDiffuseCaster->SetMappingImage( sgAggregationProcessor->GetMappingImage() );
    	sgDiffuseCaster->SetSourceMaterials( sgScene->GetMaterialTable() );
    	sgDiffuseCaster->SetSourceTextures( sgScene->GetTextureTable() );
    	sgDiffuseCaster->SetScene( sgScene );
    
    	Simplygon::spVertexColorCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster->GetVertexColorCasterSettings();
    	sgDiffuseCasterSettings->SetMaterialChannel( "Diffuse" );
    	sgDiffuseCasterSettings->SetOutputColorName( "DiffuseAsVertexColor" );
    
    	sgDiffuseCaster->RunProcessing();
    
    	// Update scene with new casted vertex colors. 
    	Simplygon::spMaterialTable sgMaterialTable = sg->CreateMaterialTable();
    	Simplygon::spTextureTable sgTextureTable = sg->CreateTextureTable();
    	Simplygon::spMaterial sgMaterial = sg->CreateMaterial();
    	Simplygon::spShadingColorNode sgDiffuseAsVertexColorColorShadingNode = sg->CreateShadingColorNode();
    	sgDiffuseAsVertexColorColorShadingNode->SetColor( 1.0f, 1.0f, 1.0f, 1.0f );
    
    	sgMaterial->AddMaterialChannel( "DiffuseAsVertexColor" );
    	sgMaterial->SetShadingNetwork( "DiffuseAsVertexColor", sgDiffuseAsVertexColorColorShadingNode );
    
    	sgMaterialTable->AddMaterial( sgMaterial );
    
    	sgScene->GetTextureTable()->Clear();
    	sgScene->GetMaterialTable()->Clear();
    	sgScene->GetTextureTable()->Copy(sgTextureTable);
    	sgScene->GetMaterialTable()->Copy(sgMaterialTable);
    
    	Simplygon::spSceneExporter  sgSceneExporter = sg->CreateSceneExporter();
    	sgSceneExporter->SetScene(sgScene);
    	sgSceneExporter->SetExportFilePath( "Output.fbx" );
    	if(!sgSceneExporter->RunExport())
    		throw std::exception("Failed to save Output.fbx.");
    
    }
    
    void main()
    {
    	Simplygon::ISimplygon* sg = NULL;
    	Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
    	if( initval != Simplygon::EErrorCodes::NoError )
    	{
    		return;
    	}
    
    	VertexColorCasting(sg);
    
    	Simplygon::Deinitialize(sg);
    }
    
    
    
    // Copyright (c) Microsoft Corporation. 
    // Licensed under the MIT license. 
    
    using System;
    using System.IO;
    using System.Threading.Tasks;
    
    public class Program
    {
        static void VertexColorCasting(Simplygon.ISimplygon sg)
        {
            using (Simplygon.spSceneImporter  sgSceneImporter = sg.CreateSceneImporter())
            {
                sgSceneImporter.SetImportFilePath( "../Assets/RiggedSimplygonMan/RiggedSimplygonMan.fbx" );
                if(!sgSceneImporter.RunImport())
                    throw new System.Exception("Failed to load RiggedSimplygonMan/RiggedSimplygonMan.fbx.");
                Simplygon.spScene sgScene = sgSceneImporter.GetScene();
    
                // Create the aggregation processor. 
                using (Simplygon.spAggregationProcessor sgAggregationProcessor = sg.CreateAggregationProcessor())
                {
                    sgAggregationProcessor.SetScene( sgScene );
    
                    using (Simplygon.spAggregationSettings sgAggregationSettings = sgAggregationProcessor.GetAggregationSettings())
                    using (Simplygon.spMappingImageSettings sgMappingImageSettings = sgAggregationProcessor.GetMappingImageSettings())
                    {
                        // Merge all geometries into a single geometry. 
                        sgAggregationSettings.SetMergeGeometries( true );
    
                        // Generates a mapping image which is used after the aggregation to cast new materials to the new 
                        // aggregated object. 
                        sgMappingImageSettings.SetGenerateMappingImage( true );
                        sgMappingImageSettings.SetApplyNewMaterialIds( true );
                        sgMappingImageSettings.SetGenerateTangents( true );
                        sgMappingImageSettings.SetUseFullRetexturing( true );
    
                        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 aggregation process. 
                    sgAggregationProcessor.RunProcessing();
    
                    // Setup and run the vertex color material casting. 
                    using (Simplygon.spVertexColorCaster sgDiffuseCaster = sg.CreateVertexColorCaster())
                    {
                        sgDiffuseCaster.SetMappingImage( sgAggregationProcessor.GetMappingImage() );
                        sgDiffuseCaster.SetSourceMaterials( sgScene.GetMaterialTable() );
                        sgDiffuseCaster.SetSourceTextures( sgScene.GetTextureTable() );
                        sgDiffuseCaster.SetScene( sgScene );
    
                        using (Simplygon.spVertexColorCasterSettings sgDiffuseCasterSettings = sgDiffuseCaster.GetVertexColorCasterSettings())
                        {
                            sgDiffuseCasterSettings.SetMaterialChannel( "Diffuse" );
                            sgDiffuseCasterSettings.SetOutputColorName( "DiffuseAsVertexColor" );
                        }
    
                        sgDiffuseCaster.RunProcessing();
                    }
    
                    // Update scene with new casted vertex colors. 
                    using (Simplygon.spMaterialTable sgMaterialTable = sg.CreateMaterialTable())
                    using (Simplygon.spTextureTable sgTextureTable = sg.CreateTextureTable())
                    using (Simplygon.spMaterial sgMaterial = sg.CreateMaterial())
                    {
                        using(Simplygon.spShadingColorNode sgDiffuseAsVertexColorColorShadingNode = sg.CreateShadingColorNode())
                        {
                            sgDiffuseAsVertexColorColorShadingNode.SetColor( 1.0f, 1.0f, 1.0f, 1.0f );
    
                            sgMaterial.AddMaterialChannel( "DiffuseAsVertexColor" );
                            sgMaterial.SetShadingNetwork( "DiffuseAsVertexColor", sgDiffuseAsVertexColorColorShadingNode );
                        }
    
                        sgMaterialTable.AddMaterial( sgMaterial );
    
                        sgScene.GetTextureTable().Clear();
                        sgScene.GetMaterialTable().Clear();
                        sgScene.GetTextureTable().Copy(sgTextureTable);
                        sgScene.GetMaterialTable().Copy(sgMaterialTable);
                    }
    
                }
                using (Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter())
                {
                    sgSceneExporter.SetScene(sgScene);
                    sgSceneExporter.SetExportFilePath( "Output.fbx" );
                    if(!sgSceneExporter.RunExport())
                        throw new System.Exception("Failed to save Output.fbx.");
    
                }
            }
        }
        static void Main(string[] args)
        {
            using (var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage))
            {
                if (errorCode != Simplygon.EErrorCodes.NoError)
                    return;
                VertexColorCasting(sg);
            }
        }
    }
    
    
    # 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 simplygon import simplygon_loader
    from simplygon import Simplygon
    
    
    def VertexColorCasting(sg: Simplygon.ISimplygon):
        sgSceneImporter = sg.CreateSceneImporter()
        sgSceneImporter.SetImportFilePath( "../Assets/RiggedSimplygonMan/RiggedSimplygonMan.fbx" )
        if not sgSceneImporter.RunImport():
            raise Exception("Failed to load RiggedSimplygonMan/RiggedSimplygonMan.fbx.")
        sgScene = sgSceneImporter.GetScene()
    
        # Create the aggregation processor. 
        sgAggregationProcessor = sg.CreateAggregationProcessor()
    
        sgAggregationProcessor.SetScene( sgScene )
    
        sgAggregationSettings = sgAggregationProcessor.GetAggregationSettings()
        sgMappingImageSettings = sgAggregationProcessor.GetMappingImageSettings()
    
        # Merge all geometries into a single geometry. 
        sgAggregationSettings.SetMergeGeometries( True )
    
        # Generates a mapping image which is used after the aggregation to cast new materials to the new 
        # aggregated object. 
        sgMappingImageSettings.SetGenerateMappingImage( True )
        sgMappingImageSettings.SetApplyNewMaterialIds( True )
        sgMappingImageSettings.SetGenerateTangents( True )
        sgMappingImageSettings.SetUseFullRetexturing( True )
    
        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 aggregation process. 
        sgAggregationProcessor.RunProcessing()
    
        # Setup and run the vertex color material casting. 
        sgDiffuseCaster = sg.CreateVertexColorCaster()
        sgDiffuseCaster.SetMappingImage( sgAggregationProcessor.GetMappingImage() )
        sgDiffuseCaster.SetSourceMaterials( sgScene.GetMaterialTable() )
        sgDiffuseCaster.SetSourceTextures( sgScene.GetTextureTable() )
        sgDiffuseCaster.SetScene( sgScene )
    
        sgDiffuseCasterSettings = sgDiffuseCaster.GetVertexColorCasterSettings()
        sgDiffuseCasterSettings.SetMaterialChannel( "Diffuse" )
        sgDiffuseCasterSettings.SetOutputColorName( "DiffuseAsVertexColor" )
    
        sgDiffuseCaster.RunProcessing()
    
        # Update scene with new casted vertex colors. 
        sgMaterialTable = sg.CreateMaterialTable()
        sgTextureTable = sg.CreateTextureTable()
        sgMaterial = sg.CreateMaterial()
        sgDiffuseAsVertexColorColorShadingNode = sg.CreateShadingColorNode()
        sgDiffuseAsVertexColorColorShadingNode.SetColor( 1.0, 1.0, 1.0, 1.0 )
    
        sgMaterial.AddMaterialChannel( "DiffuseAsVertexColor" )
        sgMaterial.SetShadingNetwork( "DiffuseAsVertexColor", sgDiffuseAsVertexColorColorShadingNode )
    
        sgMaterialTable.AddMaterial( sgMaterial )
    
        sgScene.GetTextureTable().Clear()
        sgScene.GetMaterialTable().Clear()
        sgScene.GetTextureTable().Copy(sgTextureTable)
        sgScene.GetMaterialTable().Copy(sgMaterialTable)
    
        sgSceneExporter = sg.CreateSceneExporter()
        sgSceneExporter.SetScene(sgScene)
        sgSceneExporter.SetExportFilePath( "Output.fbx" )
        if not sgSceneExporter.RunExport():
            raise Exception("Failed to save Output.fbx.")
    
    
    if __name__ == '__main__':
        sg = simplygon_loader.init_simplygon()
    
        VertexColorCasting(sg)
    
        sg = None
        gc.collect()
    
    
    

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