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"><!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5<meta http-equiv="Content-Style-Type" content="text/css" /> 6<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 7<link href="../../../../../common/manual.css" rel="stylesheet" type="text/css" /> 8<script type="text/javascript" src="../../../../../common/ibox.js"></script> 9<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 10<title>sss_chess</title> 11<!-- InstanceEndEditable --> 12</head> 13<body> 14<div> 15 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 16 <h1>sss_chess</h1> 17 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 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 "secondary color" 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> > <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> 138 <!-- InstanceEndEditable --> </div> 139 <div class="footer" /> 140</div> 141<hr><p>CONFIDENTIAL</p></body> 142<!-- InstanceEnd --></html> 143