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11<title>Standard Mode Combiner</title>
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17    <h1>Fragment</h1>
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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 &quot;new combiner&quot; 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>
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