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11<title>Standard Mode Textures</title>
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17    <h1>Textures</h1>
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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>
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