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16  <h1>sss_chess</h1>
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18  <p>sss_chess is modeling using a skin representation.<br /> NV is used effectively for the calculation of skin transparency.</p>
19  <p class="hint">When looking at this sample, be sure to confirm that there are fragment lights in the scene.<br /> Be sure to create fragment lights if there are none.</p>
20  <img class="manual_image" src="assets/chess05.png" alt="sss_chess Image"/>
21  <h2>sss_chess Settings</h2>
22  <p>This section describes settings for the sss_chess material sample.</p>
23  <h3>Material Settings</h3>
24  <p>This section describes material settings for sss_chess.<br /> Click on sss_mat displayed on the CreativeStudio Contents panel to open the material Properties panel.</p>
25  <h4>General</h4>
26  <p>Check the entire material Properties panel.</p>
27  <img class="manual_image" src="assets/sss_chess02.png" alt="thinfilm_chess Image 02"/>
28  <p>The Render setting is set to <em>Enable fragment lighting</em>.<br /> This indicates that fragment lights are rendered using a lookup table for sss_chess.</p>
29  <p class="hint">Rendering settings must be changed to match the light being used.</p>
30  <h4>Color</h4>
31  <p>Check the colors on the material Properties panel.</p>
32  <img class="manual_image" src="assets/sss_chess03.png" alt="thinfilm_chess Image 03"/>
33  <p> Specular 0 is set to gray for sss_chess.<br /> This is set to adjust the specular configured for Distribution 0.</p>
34  <h4>Fragment shaders</h4>
35  <p>Check the fragment shaders options on the material Properties panel.</p>
36  <img class="manual_image" src="assets/sss_chess04.png" alt="thinfilm_chess Image 04"/>
37  <p>The layer configuration of the fragment shader for sss_chess is <em>Configuration type 4</em>.</p>
38  <p>This setting enables the lookup tables Reflection (R), Reflection (G), Reflection (B), Distribution 0, and Distribution 1.</p>
39  <p>For details on layer configurations, click <a href="../../../../../user_guide/material/lighting/layer_configuration/index.html">here</a>.</p>
40  <h4>Lookup tables</h4>
41  <p>Check the lookup tables on the material Properties panel.</p>
42  <h5>Lookup table set</h5>
43  <p>LookupTableSetContentCtr0 is selected for the lookup table set.</p>
44  <img class="manual_image" src="assets/sss_chess05.png" alt="thinfilm_chess Image 05"/>
45  <p class="hint">The lookup table set manages created lookup tables as a set.<br /> Clicking on LookupTableSetContentCtr0 displayed on the CreativeStudio Contents panel displays the lookup table Properties panel, where you can check the lookup tables being managed.</p>
46  <h5>Comp.</h5>
47  <p>Next, check the lookup table list.<br /> sss_chess uses the following lookup tables: reflectance_r, reflectance_g, reflectanceb, distribution0 and distribution1.</p>
48  <img class="manual_image" src="assets/sss_chess06.png" alt="thinfilm_chess Image 06"/>
49  <table>
50    <thead>
51      <tr>
52        <th>Comp.</th>
53        <th>Lookup tables</th>
54      </tr>
55    </thead>
56    <tbody>
57      <tr>
58        <th>Reflection (R)</th>
59        <td>sss_reflectance_r</td>
60      </tr>
61      <tr>
62        <th>Reflection (G)</th>
63        <td>sss_reflectance_g</td>
64      </tr>
65      <tr>
66        <th>Reflection (B)</th>
67        <td>sss_reflectance_b</td>
68      </tr>
69      <tr>
70        <th>Distribution 0</th>
71        <td>sss_distribution0</td>
72      </tr>
73      <tr>
74        <th>Distribution 1</th>
75        <td>sss_distribution1</td>
76      </tr>
77    </tbody>
78  </table>
79  <p>The lookup tables <em>sss_reflectance_r</em>, <em>sss_reflectance_g</em> and <em>sss_reflectance_b</em> represent changes in the skin color due to light shadows.<br /> The lookup tables <em>sss_distribution0</em> and <em>sss_distribution1</em> adjust the distribution of strong light.</p>
80  <h5>Input angle</h5>
81  <p>Next, check the input angle, in the Lookup tables section of the materials Properties panel.<br /> Each lookup table for sss_chess uses the input angles given below.</p>
82  <img class="manual_image" src="assets/sss_chess07.png" alt="sss_chess Image 07"/>
83  <h6>Lookup tables Reflection (R), Reflection (G) and Reflection (B) use input angle LN.</h6>
84  <p>Input angle LN is a diffuse expression.<br /> This expresses the effect of the model being bathed in light.<br /> With sss_chess, the skin color changes as you go from where strong light strikes it to where light does not strike it.</p>
85  <h6>Lookup table Distribution 0 uses input angle NH.</h6>
86  <p>Distribution 0 distributes the color of Specular 0 using the input angle NH.<br /> A weak specular for the skin can be expressed by adjusting the flat curve of the sample.</p>
87  <h6>Lookup table Distribution 1 uses input angle NV.</h6>
88  <p>Checking the reflection factor for Distribution 1 adjusts the color distribution of Reflection (R), Reflection (G) and Reflection (B), not that of Specular 1.<br /> NV creates a flow of light from the camera front to the edge of the model.</p>
89  <h4>Fragment lighting</h4>
90  <p>Check the fragment lighting on the material Properties panel.<br /> With sss_chess, checks have been entered for <em>Apply the factor for distribution 0's tab</em>, <em>Apply the factor for distribution 1's tab</em> and <em>Apply the factor for the reflection table</em>.</p>
91  <img class="manual_image" src="assets/sss_chess08.png" alt="thinfilm_chess Image 08"/>
92  <p>This enables the setting for Reflection (R), Reflection (G), Reflection (B) and Distribution (0), Distribution (1).</p>
93  <h4>Texture combiners</h4>
94  <p>Check the texture combiners on the material Properties panel.<br /> Combiner 0 is set to color for sss_chess.</p>
95  <img class="manual_image" src="assets/sss_chess09.png" alt="thinfilm_chess Image 09"/>
96  <table>
97    <thead>
98      <tr>
99        <th>Setting</th>
100        <th>Settings</th>
101      </tr>
102    </thead>
103    <tbody>
104      <tr>
105        <th>Formula</th>
106        <td>A</td>
107      </tr>
108      <tr>
109        <th>A: Source 0</th>
110        <td>Secondary color</td>
111      </tr>
112    </tbody>
113  </table>
114  <p>This setting indicates that the secondary color will be used as-is.</p>
115  <p class="hint">The term &quot;secondary color&quot; indicates the specular color and lookup table.</p>
116  <p>The output result of the vertex shader is used for Source 1 and Source 2. However, there is no effect on the model because the result is not used by the calculation formula.</p>
117  <h3>CurveEditor panel</h3>
118  <p>Check the CurveEditor panel for the lookup tables actually used with sss_chess.</p>
119  <p>Select LookupTableSetContentCtr0 located on the Creative Studio Contents panel.<br /> While in the state described, select <B>Window</B> &gt; <B>Curve editor...</B> from the menu bar to open the CurveEditor panel.</p>
120  <a href="assets/sss_chess10.png" rel="ibox" title="Click image to enlarge"><img class="ui_thumb" src="assets/sss_chess10.png" alt="sss_chess Image 10"/></a>
121  <ul>
122    <li>Horizontal axis: results in a change from 0 to 1 (from 90 degress to 0 degrees) using the angle created by input angle elements.</li>
123    <li>Vertical axis represents color (light) intensity.</li>
124  </ul>
125  <h5>sss_reflectance_r / g / b  settings</h5>
126  <p>Select sss_reflectance_r/g/b displayed on the CurveEditor panel to check their curves.</p>
127  <a href="assets/sss_chess11.png" rel="ibox" title="Click image to enlarge"><img class="ui_thumb" src="assets/sss_chess11.png" alt="sss_chess Image 11"/></a>
128  <p>This expresses changes in skin color to match changes in shading.</p>
129  <h5>sss_distribution0</h5>
130  <p>Select sss_distribution0 displayed on the CurveEditor panel to check its curve.</p>
131  <a href="assets/sss_chess12.png" rel="ibox" title="Click image to enlarge"><img class="ui_thumb" src="assets/sss_chess12.png" alt="sss_chess Image 12"/></a>
132  <p>This is used to make weak specular expressions for the skin.</p>
133  <h5>sss_distribution1</h5>
134  <p>Select sss_distribution1 displayed on the CurveEditor panel to check its curve.</p>
135  <a href="assets/sss_chess13.png" rel="ibox" title="Click image to enlarge"><img class="ui_thumb" src="assets/sss_chess13.png" alt="sss_chess Image 13"/></a>
136  <p>The transparency of the skin as seen from the viewpoint is expressed by adjusting Relection (R), Reflection (G) and Reflection (B).</p>
137  <p class="hint"><em>Hint</em><br  /> This curve sets an expression where the far edge darkens.<br /> Because the front side is transparent and the far edge is not transparent, the center appears brighter as a result.<br /> If further adjustment to the curve is made to make the far edge of the model brighter, an expression where light leaks out from the far edge of the semi-transparent skin is possible.</p>
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