1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> 3<!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 4<head> 5<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 6<meta http-equiv="Content-Style-Type" content="text/css" /> 7<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 8<link href="../../../../../common/manual.css" rel="stylesheet" type="text/css" /> 9<script type="text/javascript" src="../../../../../common/ibox.js"></script> 10<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 11<title>Standard Mode Combiner</title> 12<!-- InstanceEndEditable --> 13</head> 14<body> 15<div> 16 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 17 <h1>Fragment</h1> 18 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 19 <p>You can make fragment lighting and texture combiner settings on the <B>Fragment</B> tab in <B>Standard</B> mode.</p> 20 <h2>Fragment Lighting Settings and Features</h2> 21 <p>The settings and features of the <B>Fragment</B> tab (<B>Standard</B> mode) on the material <B>Properties</B> panel are described here.</p> 22 <p>The <B>Fragment</B> tab includes fragment lighting settings and texture combiner settings. Both will be described.</p> 23 <a href="assets/standard_combiner.png" rel="ibox" title="Click the image to enlarge"><img class="ui_thumb" src="assets/standard_combiner.png" alt="Combiner tab"/></a> 24 <table class="space"> 25 <tr> 26 <th><em>A</em></th> 27 <td class="td_color"><a href="#fragment">Fragment lighting</a></td> 28 <td>You can set lookup table combinations (layer configurations) to be used to calculate fragment lighting and lookup tables to be used.</td> 29 </tr> 30 <tr> 31 <th><em>B</em></th> 32 <td class="td_color"><a href="#combiner">Texture combiners</a></td> 33 <td>The <B>Texture combiners</B> section combines fragment lighting results or textures entered as input and determines their final color and alpha.</td> 34 </tr> 35 </table> 36 <a name="fragment" id="fragment"></a> 37 <h3>Fragment lighting</h3> 38 <p>Fragment lighting settings and features are described here.</p> 39 <img src="assets/standard_combiner01.png" alt="Combiner Tab Fragment Lighting"/> 40 <h4>Layer Configuration</h4> 41 <p>You can set lookup table combinations (layer configurations) to be used to calculate fragment lighting and lookup tables to be used.</p> 42 <img src="assets/standard_combiner02.png" alt="Combiner Tab Layer Config"/> 43 <p class="hint_warn">Caution:<br /> If you are using an <a href="../../../../../user_guide/material/lookup_tables/index.html#input_angle">Input angle</a> CP, set the <a href="../../../../../user_guide/material/layer_configuration/index.html">Layer config</a> to Layer configuration 7.<br /> If an input angle CP is used with anything other than Layer configuration 7, it will not be applied to the preview.</p> 44 <p>When a layer configuration is selected, the lighting components that can be used with that number are colored in.</p> 45 <p>In the above figure, Layer configuration 5 is selected.</p> 46 <p>When using <B>Layer configuration 5</B>, the following four components can be used and are colored in: <B>Spot</B>, <B>Distr. 0</B>, <B>Distr. 1</B> and <B>Fresnel</B>.</p> 47 <p class="hint">The text <B>Cycle x 2</B> that appears next to the layer configuration pull-down indicates the processing load when using the selected layer configuration. There are three stages: <B>x1</B>, <B>x2</B> and <B>x3</B>. The higher the number, the greater the processing load.</p> 48 <h4>Lookup tables</h4> 49 <p>You can set the components for which you want to use a lookup table managed as a lookup set.</p> 50 <p>For details on lookup tables, click <a href="../../../../tool_panel/lookuptable_set/index.html">here</a>.</p> 51 <img src="assets/standard_combiner03.png" alt="Combiner Tab Lookup Tables"/> 52 <h5>Lookup table set</h5> 53 <p>Under CreativeStudio, you can manage lookup tables as a set.</p> 54 <p>When a lookup table is created, you can set a lookup table by selecting from a pull-down menu.</p> 55 <p>In the above figure, the lookup table set <B>test </B>is selected.</p> 56 <h5>Comp.</h5> 57 <p>You can set a lookup table for a component.</p> 58 <p class="hint">You can set a lookup table for each component by setting a lookup table set and layer configuration. <br /> Select a lookup table from the pull-down menu for each component.</p> 59 <a name="combiner" id="combiner"></a> 60 <h3>Texture combiners</h3> 61 <p>The <B>Texture combiners</B> section combines fragment lighting results or textures entered as input and determines their final color and alpha.</p> 62 <p>Texture combiners can be used for Stages 0 through 5 (up to 6 stages).</p> 63 <img src="assets/standard_combiner04.png" alt="Combiner Tab Texture Combiners"/> 64 <h4><B>Duplicate</B>/ <B>Add </B>/ <B>Delete </B>/ <B>Swap</B></h4> 65 <p>You can copy, add, delete and swap the order of texture combiners.</p> 66 <img src="assets/standard_combiner08.png" alt="Duplicating a combiner"/> 67 <h5>Copy</h5> 68 <p>Duplicates the selected combiner and inserts it in the next stage.</p> 69 <p class="no">(1) Select the combiner you want to duplicate.</p> 70 <p class="no">(2) After selecting a combiner, press <B>Duplicate</B>.</p> 71 <img src="assets/standard_combiner06.png" alt="Duplicating a combiner"/> 72 <p class="no">(3) The selected combiner is duplicated and inserted in the second stage.</p> 73 <p class="new_hint"><B>Note:</B> This can be performed for combiners in the 1st stage and beyond.</p> 74 <h5>Add</h5> 75 <p>Adds the selected combiner as a "new combiner" in the next stage.</p> 76 <p>For adding a combiner, follow the same steps as above but for step (2) press <B>Add</B> to insert a new combiner in the next stage after of the selected combiner.</p> 77 <p class="new_hint"><B>Note:</B> Unlike Duplicate, the Add feature can be performed on any stage of combiner.<br /> However, if the maximum number of combiners has been created (six stages), a combiner cannot be added.</p> 78 <h5>Deletions</h5> 79 <p>Deletes the selected combiner.</p> 80 <p class="no">(1) Select the combiner you want to delete.</p> 81 <p class="no">(2) Press <B>Delete </B>to delete the selected combiner.</p> 82 <img src="assets/standard_combiner07.png" alt="Deleting a combiner"/> 83 <h5>Swap</h5> 84 <p>The selected combiner can swap stages with the neighboring combiner.</p> 85 <p class="no">(1) Select the combiner you want to shift.</p> 86 <p class="no">(2) Press either <B>arrow</B> to shift in the desired direction.</p> 87 <img src="assets/standard_combiner09.png" alt="Swapping combiners"/> 88 <p class="no">(3) The selected combiner is swapped with the combiner in the direction of the arrow.</p> 89 <p>In step (2) pressing the Right Arrow button swaps the combiners in the 4th and 5th stages.</p> 90 <h4>Combiner Color</h4> 91 <p>You can determine the final color and alpha by entering the result of fragment lighting or a texture into the calculation formula for the combiner color.</p> 92 <img src="assets/standard_combiner05.png" alt="Combiner Tab Combiner Color"/> 93 <h5>Formula</h5> 94 <p>You can select a formula from a pull-down menu.</p> 95 <p>Results of fragment lighting and textures are entered into these formulas.</p> 96 <h6>Scale</h6> 97 <p>You can select a scaling factor to be applied to formula results from a pull-down menu.</p> 98 <h5>Source</h5> 99 <p>Sources to be used in the calculation formula can be selected from the pull-down menus given for A, B and C.</p> 100 <p>Here, the selected sources are calculated by the formula and the final color and alpha are determined.</p> 101 <h5>Operand</h5> 102 <p>Operands are used to set which components of the input source are used.</p> 103 <p>For example, if the operand is set to RGB, the RGB source components input are used.</p> 104 <h4>Combiner Alpha</h4> 105 <p>Then settings available for the combiner alpha are the same as those for the combiner color.</p> 106 <!-- InstanceEndEditable --> </div> 107 <div class="footer" /> 108</div> 109<hr><p>CONFIDENTIAL</p></body> 110<!-- InstanceEnd --> 111</html>