Scene Node

This chapter describes procedures and precautions regarding the use of 3ds Max to create scenes for NintendoWare.

Light
Camera

Lights

Light Types

Output of standard lighting is supported as shown below.

Color

For ambient lights, color is output as the ambient color of the ambient light.

For non-ambient lights, the value obtained by multiplying is used as the color of the light being output (0, 0, 0, 1) is always output for the ambient color.

Output can be changed using the settings for Diffuse reflected light and Specular reflected light under Diffuse effects.


Hotspot and Fall-off

A lookup table is created based on hotspot and fall-off values.


Global coordinate space values are output for the light position and direction. If a light has a parent node, the Position and Rotate for the parent node are also applied.

Camera

Camera Types

Free cameras and target cameras are supported.
Targets cameras are output as Aim type, whereas free cameras are output as Rotate type.
As the projection methods, both perspective camera and orthographic camera are supported. Orthographic cameras are configured by turning ON orthogonal projection on the Camera Parameter Panel.

Aspect Ratio

The aspect ratio is output by calculating it based on the rendering resolution.

Angle of View

The angle of view is configured using the Field of View on the Camera Parameter Panel.
This is converted to the vertical angle of view and output to the intermediate file.

Orthographic Camera View Volume

When using an orthographic camera, the height of the orthogonal projection is calculated based on the distance to the target using the expression below.

tdist = Distance to target
fovY = View angle in vertical direction
ortho_height = tan( fovY / 2) * tdist * 2


Global coordinate space values are output for the camera position and direction. If camera or target (equivalent to Aim) nodes have parent nodes, the Translate and Rotate settings of the parent node are also applied.




CONFIDENTIAL