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What is

Dianna Gron 3 years ago in Information • updated by anonymous 2 years ago 1

A default IP used by d link, netgear and other popular router manufacturers to find themselves over the network is IP. Users can enter this address into the address bar of their favorite web browser on their computer to get access to the router settings page. There they can change the default password of the router, security settings and Wi-Fi settings of their network. Even they can monitor the connection of their router to the network, reset the connection settings and router or change the firewall settings on the settings webpage. People do not need an active internet connection to access their router settings page. The only thing they need to do is typing the IP address used by their router for administration. The address could vary depending on the router manufacturer.

How can people find the router IP address

People need to perform the following steps to check if the router is using the above mentioned private IP address.

  • Click on start button to get the start screen. People who are using windows 8 or late can click on the windows button.
  • Next they need to input cmd in the field of search programs. They should see a cmd icon included in the list. c
  • Click on cmd icon.
  • Next type ipconfig in the appropriate field and press enter.
  • People should look for a set of numbers next to default gateway entry. The set of numbers separated by decimal is the router IP address.
  • How to change the password of router

    It is very important to change the password of router so that no one will be able to access as well as configure the router. People should make sire to note down the username and password. Here are the steps they need to follow for changing the router password.

  • First people have to login to their router control panel. They have to type in the default IP address of the router to get the admin screen. Individuals who do not know the default IP address of the router can get help from online forums that discuss on the issues regarding router configuration.
  • The user will see a username and secret key prompt. They need to enter the required details of the router and tap on the login button. The router administration interface page will load.
  • Users have to look for an administrative tab or security tab in the administration interface. There they will find a change password link. Click on the link and type the new password two times.
  • People should make sure that the password is strong. They can even use online password generator to make the password of router stronger. Once they found the IP address and changed the password, they can configure router settings. They can make some adjustments such as modifying LAN configurations, protection and Wi-Fi connections. Users of routers will feel good when they come to know that they can also control specific configurations of router.


    Color Interpolation for object surface

    Ehsan M.A. 3 years ago in Question • updated by anonymous 10 months ago 2

    I have a mesh, say for example a triangle with three corners p1, p2 and p3.

    i want to create a gradient that cause for example color C1 in P1 corner of triangle, C2 in P2 corner and C3 in P3 corner. Please note that C1 and C2 and C3 are different.

    Any idea on how to do it?


    I can't use Helix toolkit to viewport multiple model part at the same time

    Philip 3 years ago in Question • updated by anonymous 2 years ago 1

    Hi Everyone,

    I've got an existing Winsform application that model a multi-joint robotic arm, that allows the user to use a trackbar to rotate each joint for a certain degree (snipping of the winsform app below).

    Since I've worked out the TranslateTransform and RotateTransform relationship in 2D drawing, I did like to convert it to 3D. I heard that helix toolkit is very good at 3D modelling things. Since I never used it before, so I would like to give helix toolkit a try. What I'm doing is draw the robot arm in wpf and use elementhost to host the drawing in winsform, and in the end aim to achieve the same results as above but in 3D. Currently I applied the same logic I used for the 2D modelling, but with set rotation angle and translation length, as well as I'm trying to get 2 joints connected.

    Yet when I run my code, instead of both joints being display (similar to picture above), only 1 joint is present (as shown in picture below).

    I don't understands what I did wrong, and since there is very limited documentation available I can't debug and solve the problem myself. So I hope to seek help and solution here.

    below is my code:

    using System;

    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using System.Windows;
    using System.Windows.Controls;
    using System.Windows.Data;
    using System.Windows.Documents;
    using System.Windows.Input;
    using System.Windows.Media;
    using System.Windows.Media.Imaging;
    using System.Windows.Navigation;
    using System.Windows.Shapes;
    using System.IO.Ports;
    using System.Windows.Threading;
    using HelixToolkit.Wpf;
    using HelixToolkit;
    using System.Windows.Media.Media3D;

    namespace _3DModel
    /// <summary>
    /// Interaction logic for Drawing.xaml
    /// </summary>
    public partial class Drawing : UserControl
    HelixViewport3D viewport = new HelixViewport3D();

    public Drawing()

    private void Draw()

    #region Camera Viewpoint of the 3D Model
    viewport.DefaultCamera = new PerspectiveCamera();
    viewport.DefaultCamera.Position = new Point3D(0, 600, 600);
    viewport.DefaultCamera.LookDirection = new Vector3D(0, -600, -600);
    viewport.DefaultCamera.UpDirection = new Vector3D(0, 1, 0);

    DefaultLights light = new DefaultLights();
    Model3D joint2, joint3, joint4, joint5, joint6, joint7, baselink;
    ModelVisual3D model3d = new ModelVisual3D();
    Model3DGroup group = new Model3DGroup();
    ModelImporter import = new ModelImporter();

    baselink = import.Load(@"C:\Users\tombf\Desktop\Winsform 3D Model\Base Link.obj");
    joint2 = import.Load(@"C:\Users\tombf\Desktop\Winsform 3D Model\Link.obj");
    joint3 = joint2.Clone();
    joint4 = joint2.Clone();
    joint5 = joint2.Clone();
    joint6 = joint2.Clone();
    joint7 = joint2.Clone();

    #region Base Link
    Transform3DGroup baseLinkMove = new Transform3DGroup();
    TranslateTransform3D baseLinkTranslate = new TranslateTransform3D();
    baseLinkTranslate.OffsetX = 0;
    baseLinkTranslate.OffsetY = 0;
    baseLinkTranslate.OffsetZ = 0;


    RotateTransform3D baseLinkRotate = new RotateTransform3D();
    baseLinkRotate.Rotation = new AxisAngleRotation3D(new Vector3D(0, 0, 0), 0);
    baselink.Transform = baseLinkMove;

    model3d.Content = group;

    #region 1st Joint
    Transform3DGroup firstJointMove = new Transform3DGroup();
    TranslateTransform3D firstJointTranslate = new TranslateTransform3D();
    firstJointTranslate.OffsetX = 10;
    firstJointTranslate.OffsetY = 0;
    firstJointTranslate.OffsetZ = 0;


    RotateTransform3D firstJointRotate = new RotateTransform3D();
    firstJointRotate.Rotation = new AxisAngleRotation3D(new Vector3D(0, 0, 0), 10);
    joint2.Transform = firstJointMove;
    model3d.Content = group;


    Transform3DGroup arm = new Transform3DGroup();

    TranslateTransform3D armTranslate = new TranslateTransform3D();
    RotateTransform3D armRotate = new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 0, 1), 0));
    armTranslate.OffsetX = 0;
    armTranslate.OffsetY = 0;
    armTranslate.OffsetZ = 0;
    baselink.Transform = arm;
    baselink.Transform = arm;
    model3d.Content = group;

    armTranslate = new TranslateTransform3D();
    armRotate = new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 0, 1), 180));
    armTranslate.OffsetX = 20;
    armTranslate.OffsetY = 0;
    armTranslate.OffsetZ = 0;
    joint2.Transform = arm;
    joint2.Transform = arm;
    model3d.Content = group;


    [SharpDX] Why does my model look better when using the deferred RenderTechnique instead of e.g. Blinn/Phong

    Daniel Zibion 3 years ago in Question • updated 3 years ago 1

    Hello everyone,

    When visualizing geometry in the sharpDX viewport, I noticed that all the edges are very jagged and not smooth at all.

    Blinn Rendering

    Deferred Rendering

    This got a lot better when switching to the deferred rendering.

    Is this normal? Is there maybe a way to improve the anti aliasing for the default rendering that I'm not aware of?


    space navigator integration

    JNK 3 years ago in Question • updated by Usama 2 months ago 1


    I have a 3D connexion space navigator. What I must do for integration of this 3D space navigator in my WPF helix toolkit project. Exists some sample?

    Thank you very much.



    Reference bugs in examples/source?

    zangatsu 3 years ago in Question • updated 3 years ago 0

    Hi I just downloaded the newest source of the helix-toolkit. I wanted to get through all the examples to learn about the application, but unfortunately I get a lot of reference errors and I do not know why. I could solve most of them by reinstalling NuGetPackages and adjusting the fakes assemblies, however there are still a lot left. For example in MainViewModel:BaseViewModel class I get the reference error:

    Error CS0246 The type or namespace name 'Camera' could not be found (are you missing a using directive or an assembly reference?) DemoCore _NET40 C:\..\helix-toolkit-master\Source\Examples\WPF.SharpDX\DemoCore\BaseViewModel.cs 29 Active.

    This goes on with RenderTechnique, IEffectsManager and so on.

    Do you have any solution? My references in DemoCore_NET40 all seem to work fine, at least I am getting no yellow symbol in the solution explorer...

    SharpDX WPF

    HelixToolkit.Wpf.SharpDX - Custom Shader

    Anonymous 5 years ago 0
    This discussion was imported from CodePlex

    eonxxx wrote at 2014-08-14 12:11:

    hi there a chance to use custom shaders in HelixToolkit.Wpf.SharpDX?
    how does it works, if so?

    do i need to use fx0.5 effects for it?

    is it possible to use generated (shaderbytecode.compilefromfile) bytecode?

    Texture coordinates from ObjReader

    Anonymous 5 years ago 0
    This discussion was imported from CodePlex

    Lolligeir wrote at 2013-03-22 18:08:

    Hey! Thanks for an awesome tool.

    I am reading some obj files for a ray tracer and I have managed to read the Points of each triangle and the normals but the texture coordinate don´t seem to be working correctly. This is how I am reading the file:
                ObjReader r = new ObjReader();
                Model3DGroup model = r.Read(modelUrl);
                GeometryModel3D gm1 = (GeometryModel3D)model.Children[0];
                MeshGeometry3D mg1 = (MeshGeometry3D)gm1.Geometry;
                Vector3DCollection normals = mg1.Normals;     
                System.Windows.Media.PointCollection textureCoordinates = mg1.TextureCoordinates;
                System.Windows.Media.Int32Collection indices = mg1.TriangleIndices;
                Point3DCollection points = mg1.Positions;
                for (int index = 0; index < indices.Count; index += 3)
                    Point3D p0 = points[indices[index]];
                    Point3D p1 = points[indices[index + 1]];
                    Point3D p2 = points[indices[index + 2]];          
                    Vector3D n0 = normals[indices[index]];
                    Vector3D n1 = normals[indices[index + 1]];
                    Vector3D n2 = normals[indices[index + 2]];
                    System.Windows.Point t0 = textureCoordinates[indices[index]];
                    System.Windows.Point t1 = textureCoordinates[indices[index + 1]];
                    System.Windows.Point t2 = textureCoordinates[indices[index + 2]];
    This loads the correct points and normals but the texture coordinates come out wrong. Am I approacing this incorrectly? How do you read the correct texture coordinate for every face?

    The obj file I have been using (Removed text after vertices to get the objReader to read it) :

    Best regards,

    How to use ExtrudedVisual3D to get a solid shape

    jclu98 4 years ago in Question • updated by anonymous 2 years ago 1

    I was able to use ExtrudedVisual3D to get a extruded shape along a 3D path. But how do I make it solid? Right now, the extruded shape I got is hollow (means you can see through). How do I make it solid or at least add caps to both ends. I already spent many days on this but still could not figure out.


    How to access different component from .3ds file

    Anonymous 5 years ago 0
    This discussion was imported from CodePlex

    GhufranZahidi wrote at 2012-11-20 10:04:


    I want to access multiple component from .3ds file by name and try to move particular component, is it possible if yes then give method name, please reply