This example shows how to use Simplygon shading network with a custom shading node.
// 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;
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 RunReductionWithShadingNetworks(Simplygon::ISimplygon* sg)
{
// Load scene to process.
printf("%s\n", "Load scene to process.");
Simplygon::spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
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 sgSepiaMaterial = sgScene->GetMaterialTable()->GetMaterial(i);
Simplygon::spShadingNode sgMaterialShadingNode = sgSepiaMaterial->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);
sgSepiaMaterial->SetShadingNetwork("Diffuse", sgSepiaNode);
}
// 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();
// 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);
// 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);
}
RunReductionWithShadingNetworks(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 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 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 RunReductionWithShadingNetworks(Simplygon.ISimplygon sg)
{
// Load scene to process.
Console.WriteLine("Load scene to process.");
Simplygon.spScene sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj");
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 sgSepiaMaterial = sgScene.GetMaterialTable().GetMaterial(i);
using Simplygon.spShadingNode sgMaterialShadingNode = sgSepiaMaterial.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);
sgSepiaMaterial.SetShadingNetwork("Diffuse", sgSepiaNode);
}
// 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();
// 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);
// 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;
}
customObserver = new CustomObserver();
RunReductionWithShadingNetworks(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
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 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 RunReductionWithShadingNetworks(sg: Simplygon.ISimplygon):
# Load scene to process.
print("Load scene to process.")
sgScene = LoadScene(sg, "../../../Assets/SimplygonMan/SimplygonMan.obj")
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):
sgSepiaMaterial = sgScene.GetMaterialTable().GetMaterial(i)
sgMaterialShadingNode = sgSepiaMaterial.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)
sgSepiaMaterial.SetShadingNetwork('Diffuse', sgSepiaNode)
# 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()
# 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)
# 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())
RunReductionWithShadingNetworks(sg)
sg = None
gc.collect()