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

    • Batching

    • Events

    • Scene

    • Reduction

    • Reduction pipeline

    • Remeshing

    • Remeshing pipeline

    • Shading networks

      • Shading networks
      • Shading networks with custom shading node
  • API Reference

    // Copyright (c) Microsoft Corporation. 
    // Licensed under the MIT license. 
    
    #include <string>
    #include <stdlib.h>
    #include <filesystem>
    #include <future>
    #include "SimplygonLoader.h"
    
    class CustomObserver : public Simplygon::Observer
    {
    	public:
    	Simplygon::ShadingColor OnShadingCustomNodeEvaluate(Simplygon::spObject subject) override
    	{
    		Simplygon::ShadingColor outputValue( 0.0f, 0.0f, 0.0f, 1.0f );
    		if (!subject.IsNull())
    		{
    			Simplygon::spShadingCustomNode customNode = Simplygon::spShadingCustomNode::SafeCast(subject);
    			if (!customNode.IsNull())
    			{
    				Simplygon::ShadingColor inputValue = customNode->GetInputValue(0);
    				outputValue.r = inputValue.r * 0.393f + inputValue.g * 0.769f + inputValue.b * 0.189f;
    				outputValue.g = inputValue.r * 0.349f + inputValue.g * 0.686f + inputValue.b * 0.168f;
    				outputValue.b = inputValue.r * 0.272f + inputValue.g * 0.534f + inputValue.b * 0.131f;
    			}
    		}
    		return outputValue;
    	}
    	bool OnShadingCustomNodeGenerateShaderCode(Simplygon::spObject subject, Simplygon::EShaderLanguage shaderLanguage) override
    	{
    		if (!subject.IsNull())
    		{
    			Simplygon::spShadingCustomNode customNode = Simplygon::spShadingCustomNode::SafeCast(subject);
    			if (!customNode.IsNull())
    			{
    				customNode->SetCustomShaderCode( "result = float4(dot(rgba_custom_input_0, float3(0.393f, 0.769f, 0.189f)), dot(rgba_custom_input_0, float3(0.349f, 0.686f, 0.168f)), dot(rgba_custom_input_0, float3(0.272f, 0.534f, 0.131f)), 1.0f);");
    				return true;
    			}
    		}
    		return false;
    	}
    } customObserver;
    
    
    void RunReductionWithShadingNetworks(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();
    
    	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 as a custom shading node 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 sgMaterial = sgScene->GetMaterialTable()->GetMaterial(i);
    
    		Simplygon::spShadingNode sgMaterialShadingNode = sgMaterial->GetShadingNetwork("Diffuse");
    		Simplygon::spShadingCustomNode sgSepiaNode = sg->CreateShadingCustomNode();
    
    		// Add the custom observer to our custom shading node.
    		sgSepiaNode->AddObserver(&customObserver);
    		
    		// Set the number of input slots to the custom node. In this case we only use the diffuse color from the loaded material as input.
    		sgSepiaNode->SetInputCount(1);
    
    
    		sgSepiaNode->SetInput(0, sgMaterialShadingNode);
    
    		sgMaterial->SetShadingNetwork("Diffuse", sgSepiaNode);
    
    	}
    
    	// Start the reduction process. 
    	sgReductionProcessor->RunProcessing();
    
    	// 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();
    
    	// Update scene with new casted texture. 
    	Simplygon::spMaterialTable sgMaterialTable = sg->CreateMaterialTable();
    	Simplygon::spTextureTable sgTextureTable = sg->CreateTextureTable();
    	Simplygon::spMaterial sgMaterial = sg->CreateMaterial();
    	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);
    
    	Simplygon::spSceneExporter  sgSceneExporter = sg->CreateSceneExporter();
    	sgSceneExporter->SetScene(sgScene);
    	sgSceneExporter->SetExportFilePath( "ReductionOutput.fbx" );
    	if(!sgSceneExporter->RunExport())
    		throw std::exception("Failed to save ReductionOutput.fbx.");
    
    }
    
    void main()
    {
    	Simplygon::ISimplygon* sg = NULL;
    	Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
    	if( initval != Simplygon::EErrorCodes::NoError )
    	{
    		return;
    	}
    
    	RunReductionWithShadingNetworks(sg);
    
    	Simplygon::Deinitialize(sg);
    }
    
    
    
    // Copyright (c) Microsoft Corporation. 
    // Licensed under the MIT license. 
    
    using System;
    using System.IO;
    using System.Threading.Tasks;
    
    public class CustomObserver : Simplygon.Observer
    {
        public override Simplygon.ShadingColor OnShadingCustomNodeEvaluate(Simplygon.spObject subject)
        {
            Simplygon.ShadingColor outputValue = new Simplygon.ShadingColor( 0.0f, 0.0f, 0.0f, 1.0f );
            if (!subject.IsNull())
            {
                Simplygon.spShadingCustomNode customNode = Simplygon.spShadingCustomNode.SafeCast(subject);
                if (!customNode.IsNull())
                {
                    Simplygon.ShadingColor inputValue = customNode.GetInputValue(0);
                    outputValue.r = inputValue.r * 0.393f + inputValue.g * 0.769f + inputValue.b * 0.189f;
                    outputValue.g = inputValue.r * 0.349f + inputValue.g * 0.686f + inputValue.b * 0.168f;
                    outputValue.b = inputValue.r * 0.272f + inputValue.g * 0.534f + inputValue.b * 0.131f;
                }
            }
            return outputValue;
        }
        public override bool OnShadingCustomNodeGenerateShaderCode(Simplygon.spObject subject, Simplygon.EShaderLanguage shaderLanguage)
        {
            if (!subject.IsNull())
            {
                Simplygon.spShadingCustomNode customNode = Simplygon.spShadingCustomNode.SafeCast(subject);
                if (!customNode.IsNull())
                {
                    customNode.SetCustomShaderCode( "result = float4(dot(rgba_custom_input_0, float3(0.393f, 0.769f, 0.189f)), dot(rgba_custom_input_0, float3(0.349f, 0.686f, 0.168f)), dot(rgba_custom_input_0, float3(0.272f, 0.534f, 0.131f)), 1.0f);");
                    return true;
                }
            }
            return false;
        }
    }
    
    public class Program
    {
        static private CustomObserver customObserver;
    
        static void RunReductionWithShadingNetworks(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();
    
                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 as a custom shading node 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 sgMaterial = sgScene.GetMaterialTable().GetMaterial(i);
    
                        using (Simplygon.spShadingNode sgMaterialShadingNode = sgMaterial.GetShadingNetwork("Diffuse"))
                        using (Simplygon.spShadingCustomNode sgSepiaNode = sg.CreateShadingCustomNode())
                        {
                            // Add the custom observer to our custom shading node.
                            sgSepiaNode.AddObserver(customObserver);
                            
                            // Set the number of input slots to the custom node. In this case we only use the diffuse color from the loaded material as input.
                            sgSepiaNode.SetInputCount(1);
    
    
                            sgSepiaNode.SetInput(0, sgMaterialShadingNode);
    
                            sgMaterial.SetShadingNetwork("Diffuse", sgSepiaNode);
                        }
    
                    }
    
                    // Start the reduction process. 
                    sgReductionProcessor.RunProcessing();
    
                    // 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())
                    {
                        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);
                    }
    
                }
                using (Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter())
                {
                    sgSceneExporter.SetScene(sgScene);
                    sgSceneExporter.SetExportFilePath( "ReductionOutput.fbx" );
                    if(!sgSceneExporter.RunExport())
                        throw new System.Exception("Failed to save ReductionOutput.fbx.");
    
                }
            }
        }
        static void Main(string[] args)
        {
            using (var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage))
            {
                if (errorCode != Simplygon.EErrorCodes.NoError)
                    return;
                customObserver = new CustomObserver();
                RunReductionWithShadingNetworks(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
    
    class CustomObserver(Simplygon.Observer):
        def OnShadingCustomNodeEvaluate(self, subject: Simplygon.spObject):
            outputValue = Simplygon.ShadingColor( 0.0, 0.0, 0.0, 1.0 )
            if not subject.IsNull():
                customNode = Simplygon.spShadingCustomNode.SafeCast(subject)
                if not customNode.IsNull():
                    inputValue = customNode.GetInputValue(0)
                    outputValue.r = inputValue.r * 0.393 + inputValue.g * 0.769 + inputValue.b * 0.189
                    outputValue.g = inputValue.r * 0.349 + inputValue.g * 0.686 + inputValue.b * 0.168
                    outputValue.b = inputValue.r * 0.272 + inputValue.g * 0.534 + inputValue.b * 0.131
            return outputValue
        def OnShadingCustomNodeGenerateShaderCode(self, subject: Simplygon.spObject, shaderLanguage):
            if not subject.IsNull():
                customNode = Simplygon.spShadingCustomNode.SafeCast(subject)
                if not customNode.IsNull():
                    customNode.SetCustomShaderCode( "result = float4(dot(rgba_custom_input_0, float3(0.393f, 0.769f, 0.189f)), dot(rgba_custom_input_0, float3(0.349f, 0.686f, 0.168f)), dot(rgba_custom_input_0, float3(0.272f, 0.534f, 0.131f)), 1.0f);")
                    return True
            return False
    
    customObserver = CustomObserver()
    
    def RunReductionWithShadingNetworks(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()
    
        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 as a custom shading node into the shading network for the diffuse channel 
        # for each material in the scene. 
        materialCount = sgScene.GetMaterialTable().GetMaterialsCount()
        for i in range(0, materialCount):
            sgMaterial = sgScene.GetMaterialTable().GetMaterial(i)
    
            sgMaterialShadingNode = sgMaterial.GetShadingNetwork("Diffuse")
            sgSepiaNode = sg.CreateShadingCustomNode()
    
            # Add the custom observer to our custom shading node.
            sgSepiaNode.AddObserver(customObserver)
            
            # Set the number of input slots to the custom node. In this case we only use the diffuse color from the loaded material as input.
            sgSepiaNode.SetInputCount(1)
    
    
            sgSepiaNode.SetInput(0, sgMaterialShadingNode)
    
            sgMaterial.SetShadingNetwork("Diffuse", sgSepiaNode)
    
    
        # Start the reduction process. 
        sgReductionProcessor.RunProcessing()
    
        # 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()
        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)
    
        sgSceneExporter = sg.CreateSceneExporter()
        sgSceneExporter.SetScene(sgScene)
        sgSceneExporter.SetExportFilePath( "ReductionOutput.fbx" )
        if not sgSceneExporter.RunExport():
            raise Exception("Failed to save ReductionOutput.fbx.")
    
    
    if __name__ == '__main__':
        sg = simplygon_loader.init_simplygon()
    
        RunReductionWithShadingNetworks(sg)
    
        sg = None
        gc.collect()
    
    
    

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