thinfilm_chess repesents an expression of thin film modeling.
As with the toon_chess material setting, an RGB lookup table is used to enable application of reflection tables.
This section describes settings for the thinfilm_chess material sample.
This section describes material settings for thinfilm_chess.
Click on thinfilm_mat displayed on the CreativeStudio Contents panel to open the material Properties panel.
Check the entire material Properties panel.
The lighting setting is set to Fragment Lighting.
This indicates that fragment lights are rendered using a lookup table for thinfilm_chess.
Lighting settings must be changed to match the light being used.
Check the colors on the material Properties panel.
Colors are not set for thinfilm_chess, because a specular color is specified in the lookup table.
Check the fragment lighting options on the material Properties panel.
The Layer configuration of the fragment lighting for thinfilm_chess is Layer configuration 4.
This setting enables the lookup table elements Spot, Reflection (R), Reflection (G), Reflection (B), Distribution 0, and Distribution 1.
For details on layer configurations, click here.
Check the lookup table list on the material Properties panel by selecting the LookupTableSetContentCtr0 in the Contents 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.
thinfilm_chess has reflectance_r, reflectance_g and reflectance_b components listed.
| Comp. | Lookup Tables |
|---|---|
| Reflection (R) | thinfilm_reflectance_r |
| Reflection (G) | thinfilm_reflectance_g |
| Reflection (B) | thinfilm_reflectance_b |
The lookup tables thinfilm_reflectance_r, thinfilm_reflectance_g and thinfilm_reflectance_b represent changes in RGB due to light shadows.
Next, check the input angle, back in the Fragment tab of the materials Properties panel.
With thinfilm_chess, all of the Reflection components use NV.
The input angle NV controls the distribution of light using the normal vector (N) of the model as seen from the camera (V).
Expressions such as rim lights are possible for example.
For details on the types of input angle, click here.
Check the fragment lighting on the material Properties panel.
With thinfilm_chess, a check has been entered for Apply the factor for the reflection table.
This enables application of the factor when creating the colors of light to be reflected using a lookup table.
Check the texture combiners on the material Properties panel.
The color of Combiner 0 is set for thinfilm_chess.
| Setting | Settings |
|---|---|
| Formula | A |
| A: Source 0 | Secondary color |
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 thinfilm_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.
Select thinfilm_reflectance_r/g/b displayed on the CurveEditor panel to check their curves.
Three lookup tables are used to express a bright crimson color toward the far edge of the model.
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