This example shows how to use the Remeshing processor with material casting.
// Copyright (c) Microsoft Corporation. 
// Licensed under the MIT license. 
#include <string>
#include <stdlib.h>
#include <filesystem>
#include <future>
#include "SimplygonLoader.h"
void RunRemeshingWithMaterialCasting(Simplygon::ISimplygon* sg)
{
	Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
	sgSceneImporter->SetImportFilePath( "../Assets/SimplygonMan/SimplygonMan.obj" );
	if(!sgSceneImporter->RunImport())
		throw std::exception("Failed to load SimplygonMan/SimplygonMan.obj.");
	Simplygon::spScene sgScene = sgSceneImporter->GetScene();
	// Create the remeshing processor. 
	Simplygon::spRemeshingProcessor sgRemeshingProcessor = sg->CreateRemeshingProcessor();
	sgRemeshingProcessor->SetScene( sgScene );
	Simplygon::spRemeshingSettings sgRemeshingSettings = sgRemeshingProcessor->GetRemeshingSettings();
	Simplygon::spMappingImageSettings sgMappingImageSettings = sgRemeshingProcessor->GetMappingImageSettings();
	// Set on-screen size target for remeshing. 
	sgRemeshingSettings->SetOnScreenSize( 300 );
	// Generates a mapping image which is used after the remeshing to cast new materials to the new 
	// remeshed 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 remeshing process. 
	sgRemeshingProcessor->RunProcessing();
	// Setup and run the diffuse material casting. 
	Simplygon::spColorCaster sgDiffuseCaster = sg->CreateColorCaster();
	sgDiffuseCaster->SetMappingImage( sgRemeshingProcessor->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();
	// Setup and run the normals material casting. 
	Simplygon::spNormalCaster sgNormalsCaster = sg->CreateNormalCaster();
	sgNormalsCaster->SetMappingImage( sgRemeshingProcessor->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();
	// Update scene with new casted textures. 
	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 );
	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);
	Simplygon::spSceneExporter  sgSceneExporter = sg->CreateSceneExporter();
	sgSceneExporter->SetScene(sgScene);
	sgSceneExporter->SetExportFilePath( "RemeshingOutput.fbx" );
	if(!sgSceneExporter->RunExport())
		throw std::exception("Failed to save RemeshingOutput.fbx.");
}
void main()
{
	Simplygon::ISimplygon* sg = NULL;
	Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
	if( initval != Simplygon::EErrorCodes::NoError )
	{
		return;
	}
	RunRemeshingWithMaterialCasting(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 RunRemeshingWithMaterialCasting(Simplygon.ISimplygon sg)
    {
        using (Simplygon.spSceneImporter sgSceneImporter = sg.CreateSceneImporter())
        {
            sgSceneImporter.SetImportFilePath( "../Assets/SimplygonMan/SimplygonMan.obj" );
            if(!sgSceneImporter.RunImport())
                throw new System.Exception("Failed to load SimplygonMan/SimplygonMan.obj.");
            Simplygon.spScene sgScene = sgSceneImporter.GetScene();
            // Create the remeshing processor. 
            using (Simplygon.spRemeshingProcessor sgRemeshingProcessor = sg.CreateRemeshingProcessor())
            {
                sgRemeshingProcessor.SetScene( sgScene );
                using (Simplygon.spRemeshingSettings sgRemeshingSettings = sgRemeshingProcessor.GetRemeshingSettings())
                using (Simplygon.spMappingImageSettings sgMappingImageSettings = sgRemeshingProcessor.GetMappingImageSettings())
                {
                    // Set on-screen size target for remeshing. 
                    sgRemeshingSettings.SetOnScreenSize( 300 );
                    // Generates a mapping image which is used after the remeshing to cast new materials to the new 
                    // remeshed 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 remeshing process. 
                sgRemeshingProcessor.RunProcessing();
                // Setup and run the diffuse material casting. 
                string diffuseTextureFilePath;
                using (Simplygon.spColorCaster sgDiffuseCaster = sg.CreateColorCaster())
                {
                    sgDiffuseCaster.SetMappingImage( sgRemeshingProcessor.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. 
                string normalsTextureFilePath;
                using (Simplygon.spNormalCaster sgNormalsCaster = sg.CreateNormalCaster())
                {
                    sgNormalsCaster.SetMappingImage( sgRemeshingProcessor.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())
                {
                    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);
                }
            }
            using (Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter())
            {
                sgSceneExporter.SetScene(sgScene);
                sgSceneExporter.SetExportFilePath( "RemeshingOutput.fbx" );
                if(!sgSceneExporter.RunExport())
                    throw new System.Exception("Failed to save RemeshingOutput.fbx.");
            }
        }
    }
    static void Main(string[] args)
    {
        using (var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage))
        {
            if (errorCode != Simplygon.EErrorCodes.NoError)
                return;
            RunRemeshingWithMaterialCasting(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 RunRemeshingWithMaterialCasting(sg: Simplygon.ISimplygon):
    sgSceneImporter = sg.CreateSceneImporter()
    sgSceneImporter.SetImportFilePath( '../Assets/SimplygonMan/SimplygonMan.obj' )
    if not sgSceneImporter.RunImport():
        raise Exception('Failed to load SimplygonMan/SimplygonMan.obj.')
    sgScene = sgSceneImporter.GetScene()
    # Create the remeshing processor. 
    sgRemeshingProcessor = sg.CreateRemeshingProcessor()
    sgRemeshingProcessor.SetScene( sgScene )
    sgRemeshingSettings = sgRemeshingProcessor.GetRemeshingSettings()
    sgMappingImageSettings = sgRemeshingProcessor.GetMappingImageSettings()
    # Set on-screen size target for remeshing. 
    sgRemeshingSettings.SetOnScreenSize( 300 )
    # Generates a mapping image which is used after the remeshing to cast new materials to the new 
    # remeshed 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 remeshing process. 
    sgRemeshingProcessor.RunProcessing()
    # Setup and run the diffuse material casting. 
    sgDiffuseCaster = sg.CreateColorCaster()
    sgDiffuseCaster.SetMappingImage( sgRemeshingProcessor.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. 
    sgNormalsCaster = sg.CreateNormalCaster()
    sgNormalsCaster.SetMappingImage( sgRemeshingProcessor.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()
    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)
    sgSceneExporter = sg.CreateSceneExporter()
    sgSceneExporter.SetScene(sgScene)
    sgSceneExporter.SetExportFilePath( 'RemeshingOutput.fbx' )
    if not sgSceneExporter.RunExport():
        raise Exception('Failed to save RemeshingOutput.fbx.')
if __name__ == '__main__':
    sg = simplygon_loader.init_simplygon()
    if sg is not None:
        RunRemeshingWithMaterialCasting(sg)
    sg = None
    gc.collect()
