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 Textures</title> 12<!-- InstanceEndEditable --> 13</head> 14<body> 15<div> 16 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 17 <h1>Textures</h1> 18 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 19 <p>This page describes features that can be set on the Textures tab in standard mode.</p> 20 <h2>Texture Tab Settings and Features</h2> 21 <p>The settings and features of the <B>Texture</B> tab (<B>Standard</B> mode) on the material <B>Properties</B> panel are described here.</p> 22 <a href="assets/standard_texture.png" rel="ibox" title="Click the image to enlarge"><img class="ui_thumb_2" src="assets/standard_texture.png" alt="Texture"/></a> 23 <ol class="manual_image"> 24 <li> 25 <p><a href="#texture_allotment">Texture assigments</a></p> 26 <p class="manual_image">Selects texture and coordinater combinations from a pull-down menu.</p> 27 </li> 28 <li> 29 <p><a href="#texture_tab">Texture List</a></p> 30 <p class="manual_image">Settings for textures attached to a material are gathered together on separate tabs. <br /> When adding a texture using <B>Add</B>, tabs for Textures 0 through 2 are added.</p> 31 </li> 32 </ol> 33 <a name="texture_allotment" id="texture_allotment"></a> 34 <h3>Texture assigments</h3> 35 <p>Selects texture and coordinater combinations from a pull-down menu.</p> 36 <img class="manual_image" src="assets/standard_texture03.png" alt="Texture Assigments (Standard Mode)"/> 37 <p>When assigning a coordinator to a texture number, the numeric value located below that texture number indicates the number of the coordinator to be used. </p> 38 <p>Taking the above figure as an example, if coordinator combinations are set to <em>0 1 2 0</em>, they will be combined with texture numbers as follows.</p> 39 <ul> 40 <li>Texture numbers: 0 = Use Coordinator 0</li> 41 <li>Texture numbers: 1 = Use Coordinator 1</li> 42 <li>Texture numbers: 2 = Use Coordinator 2</li> 43 <li>Texture numbers: Proc = Use Coordinator 0 (procedural textures have not been implemented yet)</li> 44 </ul> 45 <a name="texture_tab" id="texture_tab"></a> 46 <h3>Texture List</h3> 47 <p>Settings for textures attached to a material are gathered together on separate tabs. </p> 48 <p>When adding a texture using <B>Add</B>, tabs for Textures 0 through 2 are added.</p> 49 <h4>Image</h4> 50 <p>You can attach a texture loaded into CreativeStudio to a material by selecting that texture.</p> 51 <img class="manual_image" src="assets/standard_texture01.png" alt="Texture Image (Standard Mode)"/> 52 <p>Displays information such as the format and pixel size of the attached texture.</p> 53 <h4>Texture coordinators</h4> 54 <p>You can use a texture coordinator to set the texture mapping method and the UV coordinate scale, rotate, and translate.</p> 55 <p class="hint">Up to three texture coordinators can be used. <br /> The number of UVs set in the intermediate file output from a 3DCG tool is automatically decreased.</p> 56 <img class="manual_image" src="assets/standard_texture02.png" alt="Texture Coordinator for a Texture (Standard Mode)"/> 57 <p>Textures that share a coordinator can be changed by making selections under <B>Texture assignments</B>.</p> 58 <a name="mapping_method" id="mapping_method"></a> 59 <h5>Mapping method</h5> 60 <p>Selects the mapping method from a pull-down menu.</p> 61 <p class="hint">The camera sphere coordinate system has changed beginning from Ver. 0.8.0.<br /> ・ Ver 0.7: Perspective Projection camera <br /> ・Version 0.8.0: Orthogonal Projection camera<br />Note that because of this change, sphere environment mapping looks different than it did in versions up through CreativeStudio Version 0.7.</p> 62 <table> 63 <thead> 64 <tr> 65 <th>Mapping method</th> 66 <th>Description</th> 67 </tr> 68 </thead> 69 <tbody> 70 <tr> 71 <th>Texture coordinate 0</th> 72 <td>Selects a mapping method that uses texture coordinates. <br /> This also specifies a UV set when texture coordinates have been selected.</td> 73 </tr> 74 <tr> 75 <th>Camera cube coordinates</th> 76 <td>Selects the use of texture coordinates generated by the texel process based on normal vector information for the polygon model loaded from the vertex buffer. <br /> This allows expressions where the surrounding scenery is reflected when the viewpoint is changed by referencing a single texture image that includes image information for each of the six directions surrounding the polygon model.</td> 77 </tr> 78 <tr> 79 <th>Camera sphere coordinates</th> 80 <td>Selects the use of texture coordinates generated by the texel process based on normal vector information for the polygon model loaded from the vertex buffer. <br /> This allows expresions where the surrounding scenery is reflected by referencing a single image that should be reflected by a polygon model.</td> 81 </tr> 82 <tr> 83 <th>Projection</th> 84 <td>Selects the use of texture coordinates generated by the texel process based on vertex coordinates for the polygon model loaded from the vertex buffer. <br /> All texture coordinates generated are mapped within a range of 0.0 and 1.0 in both the U and V directions.</td> 85 </tr> 86 </tbody> 87 </table> 88 <h6>Projection</h6> 89 <p>Sets the camera number added on the scene environment <B>Properties</B> panel for the enabled camera number to use for projection when projection is selected as the mapping method.</p> 90 <img class="manual_image" src="assets/standard_texture06.png" alt="Texture Coordinator for a Texture (Standard Mode)"/> 91 <p>Note that settings are not applied if a camera is not selected on the scene environment <B>Properties</B> panel. </p> 92 <p>For details on the scene environment <B>Properties</B> panel, click <a href="../../../../../tool_panel/drawing_environment_panel/index.html">Here</a>.</p> 93 <h4>Tiling</h4> 94 <p>Texture tiling can be selected using a pull-down under CreativeStudio.</p> 95 <img class="manual_image" src="assets/standard_texture04.png" alt="Texture Repeat Settings (Standard Mode)"/> 96 <p>The following four tiling methods are available. Settings can be made in both the U and V directions.</p> 97 <table> 98 <thead> 99 <tr> 100 <th>Tiling Methods</th> 101 <th>Description</th> 102 </tr> 103 </thead> 104 <tbody> 105 <tr> 106 <th>Repeat</th> 107 <td>Repeats the texture.</td> 108 </tr> 109 <tr> 110 <th>Mirror</th> 111 <td>Repeatedly mirrors the texture.</td> 112 </tr> 113 <tr> 114 <th>Clamp</th> 115 <td>Extends the color at the edge of a texture.</td> 116 </tr> 117 <tr> 118 <th>Clamp border color</th> 119 <td>Fills the region outside the texture area with the specified border color.</td> 120 </tr> 121 </tbody> 122 </table> 123 <h4>Filtering</h4> 124 <p>Filter settings used when mapping a texture can be set by selecting from a pull-down menu.</p> 125 <p>Filter settings can also be made when using mipmapping.</p> 126 <img class="manual_image" src="assets/standard_texture05.png" alt="Texture Filter Settings (Standard Mode)"/> 127 <p>The following two filter settings are available. Either can be set for enlargement or reduction.</p> 128 <table> 129 <thead> 130 <tr> 131 <th>Filtering</th> 132 <th>Description</th> 133 </tr> 134 </thead> 135 <tbody> 136 <tr> 137 <th>Nearest</th> 138 <td>Corresponding pixels are strictly referenced without interpolation during pixel color determination. <br /> This causes each texel to be displayed boldly.</td> 139 </tr> 140 <tr> 141 <th>Linear</th> 142 <td>Neighboring texel colors are interpolated during pixel color determination. <br /> This causes the texture image to be displayed smoothly.</td> 143 </tr> 144 </tbody> 145 </table> 146 <h5>Mipmapping</h5> 147 <p>Allows the LOD minimum level and LOD bias to be set.</p> 148 <!-- InstanceEndEditable --> </div> 149 <div class="footer" /> 150</div> 151<hr><p>CONFIDENTIAL</p></body> 152<!-- InstanceEnd --> 153</html> 154