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>Untitled Document</title>
12<!-- InstanceEndEditable -->
13</head>
14<body>
15<div>
16  <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" -->
17    <h1>Ambient Lights and Fragment Lights</h1>
18    <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" -->
19    <p>This section describes the basics of creating and setting ambient lights and fragment lights.</p>
20    <h2>Ambient Lights and Fragment Lights</h2>
21    <ul>
22      <li>Ambient lights are lights that illuminate the entire <B>Preview</B> panel.</li>
23      <li>Fragment lights are lights calculated (shadowed) per fragment.</li>
24    </ul>
25    <h3>Loading Models</h3>
26    <p>On the CreativeStudio menu, click <B>File</B> → <B>Open</B> → <B>Intermediate file</B> to load the model intermediate file.</p>
27    <p>This example is based on a spherical model that uses lambert. </p>
28    <a href="assets/fragment_light01.png" rel="ibox" title="Click the image to enlarge"><img class="ui_thumb" src="assets/fragment_light01.png" alt="Cube model sample display image 01"/></a>
29    <p>Reference: <br /> The size and position of the sample sphere being used are given below. <br />Here, Maya is being used as the 3DCG tool. (Defaults are used for all tool settings.)</p>
30    <ul>
31      <li>Radius: 3.5</li>
32      <li>X, Y, Z position: 0 , 3.5 , 0</li>
33    </ul>
34    <h4>Changing lighting settings</h4>
35    <p>Under <B>Lighting</B> on the material <B>Properties</B> panel, select <B>Enable vertex lighting</B>.</p>
36    <img class="manual_image" src="assets/fragment_light02.png" alt="Fragment light combiner image"/>
37    <h4>Checking the Texture Combiner</h4>
38    <p>Select <B>MaterialCtr1</B> in the <B>Contents</B> panel and check the settings for <B>Combiner 0</B> in the material <B>Properties</B> panel.</p>
39    <p>For details on texture combiners, click <a href="../../../../../ui_reference/panel/property/material/standard_panel/standard_panel_combiner/index.html#combiner">here</a>.</p>
40    <img class="manual_image" src="assets/fragment_light03.png" alt="Ambient Lights and Fragment Lights"/>
41    <p class="hint">This configures the material to be affected by only the primary color.<br /> With this configuration, the B: Source 1 and C: Source 2 settings are not used.</p>
42    <table>
43      <thead>
44        <tr>
45          <th>Fragment light</th>
46          <th>Description</th>
47        </tr>
48      </thead>
49      <tbody>
50        <tr>
51          <th>Primary color</th>
52          <td>Lighting results for emission, ambient, diffuse lighting.</td>
53        </tr>
54        <tr>
55          <th>Secondary color</th>
56          <td>Lighting results for specular lighting.</td>
57        </tr>
58      </tbody>
59    </table>
60    <h3>Creating Ambient Lights</h3>
61    <p>On the CreativeStudio menu, click <B>Create</B> → <B>Light</B> → <B>Ambient light</B>.</p>
62    <p>This creates an ambient light and displays <B>AmbientLight</B> in CreativeStudio's <B>Content</B> panel.</p>
63    <img class="manual_image" src="assets/fragment_light04.png" alt="Image after an ambient light is created"/>
64    <p>Because the ambient color of the material is the ambient color of all lights, the entire model takes on the same hue without any shadowing. </p>
65    <h3>Creating Fragment Lights</h3>
66    <p>On the CreativeStudio menu, select <B>Create</B> → <B>Light</B> → <B>Fragment light</B>.</p>
67    <p>This creates a fragment light and displays <B>Light</B> in CreativeStudio's <B>Content</B> panel.</p>
68    <img class="manual_image" src="assets/fragment_light05.png" alt="Fragment light creation preview"/>
69    <p>Once a fragment light is created, you can change the diffuse color and specular color using the fragment lighting <B>Properties</B> panel. </p>
70    <p>For details on the fragment lighting <B>Properties</B> panel, click <a href="../../../../../ui_reference/panel/property/light/fragmentlight_panel/index.html">here</a>.</p>
71    <a href="assets/fragment_light06.png" rel="ibox" title="Click the image to enlarge"><img class="ui_thumb" src="assets/fragment_light06.png" alt="Fragment light"/></a>
72    <p>Here, we have swtiched the diffuse color of the fragment light to red.</p>
73    <a name="ambient_color" id="ambient_color"></a>
74    <h3>Adjusting the Ambient Color</h3>
75    <p>This section provides a simple explanation of how to adjust the ambient colors configured when creating ambient lights and fragment lights.</p>
76    <h4>Adjusting the ambient color for all models</h4>
77    <p>You can adjust the ambient color (shadow color) for <I>all models</I> in the scene by manipulating the color values of the global ambient (ambient light). </p>
78    <h4>Adjust ambient color for individual models</h4>
79    <p>If you want to change the ambient color (shadow color) <I>for individual models</I> in a scene, you can use the methods described below.</p>
80    <ol>
81      <li><em>Change the value for ambient color in the Material panel for the model. </em><br /> When you use this method, the global ambient color value is <I>multiplied </I>by the model's ambient color.<br /> The global ambient (ambient light) is the sum of &quot;the ambient light&quot; plus &quot;the fragment light's ambient (the number of fragment lights)&quot;.<br /> Only one ambient light value can be set inside a scene. <br /> Even if many values are set, the ambient light will take the value that was set last.<br />
82        <p class="warning">If 0 has been set for the RGB values of the ambient light or material ambient, values will remain zero and the Preview will not change no matter how much you try to change the RGB values of the fragment light ambient color. </p>
83      </li>
84      <li><em>Change the value for the emissive in the Material panel for the model.</em><br /> The emissive is the sum of &quot;the global ambient&quot; plus &quot;the emissive&quot; so you can alter the shadow color by entering a value here as well.<br />
85        <p class="warning">You need to remember that emissive does not brighten the scene's environment light, but rather the model's luminescence, so even if you alter the ambient light the model's shadow color itself will remain unchanged.<br /> Thus, this method is not for all purposes, but it is one alternative when the ambient is difficult to configure.</p>
86      </li>
87    </ol>
88    <!-- InstanceEndEditable --> </div>
89  <div class="footer" />
90</div>
91<hr><p>CONFIDENTIAL</p></body>
92<!-- InstanceEnd -->
93</html>
94