This example shows how to use the Aggregation 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"
Simplygon::spScene LoadScene(Simplygon::ISimplygon* sg, const char* path)
{
// Create scene importer
Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
sgSceneImporter->SetImportFilePath(path);
// Run scene importer.
bool importResult = sgSceneImporter->RunImport();
if (!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();
sgSceneExporter->SetExportFilePath(path);
sgSceneExporter->SetScene(sgScene);
// Run scene exporter.
bool exportResult = sgSceneExporter->RunExport();
if (!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", "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", "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", "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", "No warnings.");
}
}
void RunAggregationWithMaterialCasting(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 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 );
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 aggregation process.
printf("%s\n", "Start the aggregation process.");
sgAggregationProcessor->RunProcessing();
// Setup and run the diffuse material casting.
Simplygon::spColorCaster sgDiffuseCaster = sg->CreateColorCaster();
sgDiffuseCaster->SetMappingImage( sgAggregationProcessor->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( sgAggregationProcessor->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);
// 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);
}
RunAggregationWithMaterialCasting(sg);
Simplygon::Deinitialize(sg);
return 0;
}
// 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.
bool importResult = sgSceneImporter.RunImport();
if (!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();
sgSceneExporter.SetExportFilePath(path);
sgSceneExporter.SetScene(sgScene);
// Run scene exporter.
bool exportResult = sgSceneExporter.RunExport();
if (!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("Errors:");
for (uint errorIndex = 0; errorIndex < errorCount; ++errorIndex)
{
string errorString = errors.GetItem((int)errorIndex);
Console.WriteLine(errorString);
}
sg.ClearErrorMessages();
}
}
else
{
Console.WriteLine("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("Warnings:");
for (uint warningIndex = 0; warningIndex < warningCount; ++warningIndex)
{
string warningString = warnings.GetItem((int)warningIndex);
Console.WriteLine(warningString);
}
sg.ClearWarningMessages();
}
}
else
{
Console.WriteLine("No warnings.");
}
}
static void RunAggregationWithMaterialCasting(Simplygon.ISimplygon sg)
{
// Load scene to process.
Console.WriteLine("Load scene to process.");
Simplygon.spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
// 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 );
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 aggregation process.
Console.WriteLine("Start the aggregation process.");
sgAggregationProcessor.RunProcessing();
// Setup and run the diffuse material casting.
string diffuseTextureFilePath;
using Simplygon.spColorCaster sgDiffuseCaster = sg.CreateColorCaster();
sgDiffuseCaster.SetMappingImage( sgAggregationProcessor.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( sgAggregationProcessor.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);
// 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;
}
RunAggregationWithMaterialCasting(sg);
return 0;
}
}
# 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 simplygon9 import simplygon_loader
from simplygon9 import Simplygon
def LoadScene(sg: Simplygon.ISimplygon, path: str):
# Create scene importer
sgSceneImporter = sg.CreateSceneImporter()
sgSceneImporter.SetImportFilePath(path)
# Run scene importer.
importResult = sgSceneImporter.RunImport()
if not 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()
sgSceneExporter.SetExportFilePath(path)
sgSceneExporter.SetScene(sgScene)
# Run scene exporter.
exportResult = sgSceneExporter.RunExport()
if not 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("Errors:")
for errorIndex in range(errorCount):
errorString = errors.GetItem(errorIndex)
print(errorString)
sg.ClearErrorMessages()
else:
print("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("Warnings:")
for warningIndex in range(warningCount):
warningString = warnings.GetItem(warningIndex)
print(warningString)
sg.ClearWarningMessages()
else:
print("No warnings.")
def RunAggregationWithMaterialCasting(sg: Simplygon.ISimplygon):
# Load scene to process.
print("Load scene to process.")
sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj")
# 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 )
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 aggregation process.
print("Start the aggregation process.")
sgAggregationProcessor.RunProcessing()
# Setup and run the diffuse material casting.
sgDiffuseCaster = sg.CreateColorCaster()
sgDiffuseCaster.SetMappingImage( sgAggregationProcessor.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( sgAggregationProcessor.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)
# 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())
RunAggregationWithMaterialCasting(sg)
sg = None
gc.collect()