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<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 10<title>Standard Mode Combiner</title> 11<!-- InstanceEndEditable --> 12</head> 13<body> 14<div> 15 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 16 <h1>Fragment</h1> 17 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 18 <p>You can make fragment lighting and texture combiner settings on the <B>Fragment</B> tab in <B>Standard</B> mode.</p> 19 <h2>Fragment Lighting Settings and Features</h2> 20 <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> 21 <p>The <B>Fragment</B> tab includes fragment lighting settings and texture combiner settings. Both will be described.</p> 22 <img class="manual_image" src="assets/standard_combiner.png" alt="Combiner Tab"/> 23 <ol class="manual_image"> 24 <li> 25 <p><a href="#fragment">Fragment lighting</a></p> 26 <p class="manual_image">You can set lookup table combinations (layer configurations) to be used to calculate fragment lighting and lookup tables to be used.</p> 27 </li> 28 <li> 29 <p><a href="#combiner">Texture combiners</a></p> 30 <p class="manual_image">The <B>Texture combiners</B> section combines fragment lighting results or textures entered as input and determines their final color and alpha.</p> 31 </li> 32 </ol> 33 <a name="fragment" id="fragment"></a> 34 <h3>Fragment lighting</h3> 35 <p>Fragment lighting settings and features are described here.</p> 36 <img class="manual_image" src="assets/standard_combiner01.png" alt="Combiner Tab Fragment Lighting"/> 37 <h4>Layer config</h4> 38 <p>You can set lookup table combinations (layer configurations) to be used to calculate fragment lighting and lookup tables to be used. </p> 39 <p>For details on layer configurations, click <a href="../../../../../../user_guide/material/lighting/layer_configuration/index.html">here</a>.</p> 40 <img class="manual_image" src="assets/standard_combiner02.png" alt="Combiner Tab Layer Config"/> 41 <p>When a layer configuration is selected, the lighting components that can be used with that number are colored in. </p> 42 <p>In the above figure, Layer configuration 5 is selected. </p> 43 <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> 44 <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> 45 <h4>Lookup tables</h4> 46 <p>You can set the components for which you want to use a lookup table managed as a lookup set. </p> 47 <p>For details on lookup tables, click <a href="../../../../../tool_panel/lookuptable_set/index.html">Here</a>.</p> 48 <img class="manual_image" src="assets/standard_combiner03.png" alt="Combiner Tab Lookup Tables"/> 49 <h5>Lookup table set</h5> 50 <p>Under CreativeStudio, you can manage lookup tables as a set. </p> 51 <p>When a lookup table is created, you can set a lookup table by selecting from a pull-down menu. </p> 52 <p>In the above figure, the lookup table set <B>test </B>is selected.</p> 53 <h5>Comp.</h5> 54 <p>You can set a lookup table for a component.</p> 55 <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> 56 <a name="combiner" id="combiner"></a> 57 <h3>Texture combiners</h3> 58 <p>The <B>Texture combiners</B> section combines fragment lighting results or textures entered as input and determines their final color and alpha.</p> 59 <p>Texture combiners can be used for Stages 0 through 5 (up to 6 stages).</p> 60 <img class="manual_image" src="assets/standard_combiner04.png" alt="Combiner Tab Texture Combiners"/> 61 <h4>Add/delete</h4> 62 <p>You can add and delete texture combiners.</p> 63 <h4>Combiner Color</h4> 64 <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> 65 <img class="manual_image" src="assets/standard_combiner05.png" alt="Combiner Tab Combiner Color"/> 66 <h5>Formulas</h5> 67 <p>You can select a formula from a pull-down menu. </p> 68 <p>Results of fragment lighting and textures are entered into these formulas.</p> 69 <h6>Scale</h6> 70 <p>You can select a scaling factor to be applied to formula results from a pull-down menu.</p> 71 <h5>Source</h5> 72 <p>Sources to be used in the calculation formula can be selected from the pull-down menus given for A, B and C. </p> 73 <p>Here, the selected sources are calculated by the formula and the final color and alpha are determined.</p> 74 <h5>Operands</h5> 75 <p>Operands are used to set which components of the input source are used. </p> 76 <p>For example, if the operand is set to RGB, the RGB source components input are used.</p> 77 <h4>Combiner Alpha</h4> 78 <p>Then settings available for the combiner alpha are the same as those for the combiner color.</p> 79 <!-- InstanceEndEditable --> </div> 80 <div class="footer" /> 81</div> 82<hr><p>CONFIDENTIAL</p></body> 83<!-- InstanceEnd --> 84</html> 85