carpaint_chess is an expression of modeling using paint on a car.
This expression is made using distribution lookup tables.
This section describes settings for the carpaint_chess material sample.
This section describes material settings for carpaint_chess.
Click on carpaint_mat displayed on the CreativeStudio Contents panel to open the material Properties panel.
All descriptions here use the Details Mode on the material Properties panel.
Check the entire material Properties panel.
The Render setting is set to Enable fragment lighting.
This indicates that fragment lights are rendered using a lookup table for carpaint_chess.
Rendering settings must be changed to match the light being used.
Check the colors on the material Properties panel.
Colors have been set for Specular 0 and 1.
With carpaint_chess, colors are used as-is because diffuse is not used.
This white color is used for parts of the model where the color of Specular 0 and 1 are not reflected.
Check the fragment shaders options on the material Properties panel.
The layer configuration setting for carpaint_chess is Configuration type 2.
The layer configuration is a combination of reference tables that can be used for fragment lighting calculations.
Select and use the configuration types already prepared for combinations of lookup tables.
For details on layer configurations, click here.
Check the lookup tables on the material Properties panel.
LookupTableSetContentCtr0 is selected for the lookup table set.
The lookup table set manages created lookup tables as a set.
Clicking on LookupTableSetContentCtr0 displayed on the CreativeStudio Contents panel displays the lookup table Properties panel, where you can check the lookup tables being managed.
Next, check the lookup table list.
With carpaint_chess, lookup tables have been set for Distribution 0 and Distribution 1.
The lookup tables set here are managed as a lookup table set.
The lookup tables for Distribution 0 and Distribution 1 adjust the color (light) set for Specular 1 and 2 on the Color tab.
For details on lookup tables, click here.
Next, check the input angle, back in the Lookup tables section of the materials Properties panel.
With carpaint_chess, both Distribution 0 and Distribution 1 use NH.
The input angle NH represents light that is affected by the light and viewpoint.
This is primarly used for specular expressions.
For details on the types of input angle, click here.
Check the fragment lighting on the material Properties panel.
Checks have been entered for both Apply the factor for distribution 0's tab and Apply the factor for distribution 1's tab.
This indicates that the lookup tables Distribution 0 and Distribution 1 are enabled.
The speculars set for Distribution 0 and Distribution 1 are added.
Check the texture combiners on the material Properties panel.
The color for Combiner 0 is set for carpaint_chess.
This setting indicates that the secondary color will be used as-is.
The term "secondary color" indicates the specular color and lookup table.
The output result of the vertex shader is used for Source 1 and Source 2. However, there is no effect on the model because the result is not used by the calculation formula.
Check the CurveEditor panel for the lookup tables actually used with carpaint_chess.
Select LookupTableSetContentCtr0 located on the Creative Studio Contents panel.
While in the state described, select Window > Curve editor... from the menu bar to open the CurveEditor panel.
This setting expresses Specular 0 (yellow) sharply in the region where the angle created by NH is small (1 on the horizontal axis).
Compared to the carpaint_distribution0 setting, a more gradual curve is created from the region where the angle created by NH is large (near 0 on the horizontal axis).
This makes parts in the carpaint_chess model that use Specular 1 (red) appear more gradual.
This results in a specular expression where yellow colors are sharp and red colors are smooth.
Hint: If the curves for distribution0 and distribution1 are exchanged as-is, an inverted chess piece results for the expression of yellow and red.
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