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6<title>Rendering</title>
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9
10<h1>Rendering</h1>
11<p>This chapter describes procedures and precautions for creating cameras or lights using NintendoWare in Maya.</p>
12<p>
13<a href="#camera">Camera</a><br> <a href="#light">Light</a><br>
14</p>
15
16<h2 id="camera">Camera</h2>
17<ul>
18<li><strong>Camera Types</strong>
19<p>One-node, two-node (Camera and Aim), and three-node cameras (Camera, Aim, and Up) are supported. <BR> As the projection methods, both perspective camera and orthographic camera are supported. Set orthographic camera by selecting the <STRONG>Orthographic</STRONG> attribute for the <CODE>camera</CODE> node.</p>
20</li>
21
22<li><strong>Cameras that are not output</strong>
23<p>A camera is not output if the <strong>Visibility</strong> attribute of the camera's <CODE>transform</CODE> node is cleared or the <strong>Template</strong> attribute is selected.  (If an animation has been  set, this is determined by the value of Start frame.)</p>
24</li>
25
26<li><strong>Rotate Order</strong>
27<p>For single-node cameras, the <B>zxy</B> value is recommended for the <CODE>transform</CODE> node's Rotate Order attribute.</p>
28</li>
29
30<li><strong>Camera Scale</strong>
31<p>Set the camera node's Camera Scale attribute to 1.0.</p>
32</li>
33
34<li><strong>Aspect Ratio</strong>
35<p>The aspect ratio is configured using the <CODE>camera</CODE> node's <STRONG>Horizontal/Vertical Film Aperture</STRONG> attribute, or the Attribute Editor's <STRONG>Film Aspect Ratio</STRONG>.</p></li>
36
37<li><strong>Angle of View</strong>
38<p>To configure the angle of view, use the following: the <CODE>camera</CODE> node's <STRONG>Focal Length</STRONG> attribute, the Attribute Editor's <STRONG>Angle of View</STRONG> attribute data, or the <a href="NW4C_SetCameraFovy.html">NW4C Set Camera Fovy plug-in</a>.<BR> Note that <STRONG>Angle of View</STRONG> is the <EM>angle of view in the horizontal direction</EM>. It differs from the <STRONG>fovy</STRONG>, which is the <EM>angle of view in the vertical direction</EM> output to the intermediate file.<BR> If you want the Fovy as configured with CreativeStudio to be reflected in Maya, use the <a href="NW4C_SetCameraFovy.html">NW4C Set Camera Fovy  plug-in</a>.<BR> The relationship between the angle of view in the horizontal direction and the angle of view in the vertical direction is determined by the aspect ratio.<BR> The equation below describes Fovy's dependence on Vertical Film Aperture and Focal Length:</p>
39<pre>Fovy = 2 * atan(verticalFilmAperture * 0.5 / (focalLength * 0.03937))</pre>
40<p>where 0.03937 is a coefficient used to convert focalLength, expressed in millimeters, to verticalFilmAperture, expressed in inches.)</p></li>
41
42<li><strong>Orthographic Camera View Volume</strong>
43<p>When <STRONG>Fit Resolution Gate</STRONG> is other than <CODE>Vertical</CODE>, the <STRONG>Orthographic Width</STRONG> attribute is taken as the width of the view frustum, and the height (<STRONG>height</STRONG> in the intermediate file) is calculated from the aspect ratio and output. When Fit Resolution Gate is Vertical, the Orthographic Width attribute is taken as the view frustum's height and output without modification.</p>
44</li>
45
46<li><strong>Valid Attributes</strong>
47<p>The following attributes are reflected in the intermediate files.</p>
48<ul>
49<li><STRONG>Translate</STRONG>, <STRONG>Rotate</STRONG> and <STRONG>Scale</STRONG> of the camera's <CODE>transform</CODE> node (<CODE>Rotate</CODE> is only for a one-node camera)</li>
50<li><STRONG>Translate</STRONG> of the Aim locator's <CODE>transform</CODE> node (for two- and three-node cameras)</li>
51<li><STRONG>Translate</STRONG> of the Up locator's <CODE>transform</CODE> node (for three-node camera)</li>
52<li><STRONG>Twist</STRONG> of the <CODE>LookAt</CODE> node (for two-node camera)</li>
53<li><STRONG>Horizontal/Vertical Film Aperture</STRONG>, <STRONG>Focal Length</STRONG>, <STRONG>Near/Far Clipping Plane</STRONG> and <STRONG>Orthographic Width</STRONG> of the <CODE>camera</CODE> node</li>
54</ul>
55<p><STRONG>Global coordinate</STRONG> values are output for the camera translate and rotate. If the camera's transform node, the Aim locator, and the Up locator have a parent node, the Translate/Rotate/Scale of the parent node are also reflected.</p>
56</li>
57
58<!--li><strong>ユーザーデータ</strong> <p>カメラの transform ノードに <a href="set_user_data.html">NW4C Set User Data プラグイン</a>でユーザーデータを設定することができます。</p> </li-->
59</ul>
60
61<h2 id="light">Lights</h2>
62<ul>
63<li><strong>Light Types</strong>
64<p>Ambient light, directional light, point light, and spot light are supported.</p>
65</li>
66
67<li><strong>Lights that are not output</strong>
68<p>A light is are not output if the <strong>Template</strong> attribute of the light's <CODE>transform</CODE> node is selected. (If n animation has been  set, this is determined by the value of Start frame.</p>
69</li>
70
71<li><strong>Valid Attributes</strong>
72<p>The following attributes are reflected in the intermediate files.</p>
73
74<ul>
75<li><STRONG>Translate</STRONG>, <STRONG>Rotate</STRONG>, <STRONG>Scale</STRONG>, and <STRONG>Visibility</STRONG> of the light's <CODE>transform</CODE> node<BR>Rotate is output as the direction of light (except for ambient light). Visibility is output as a lighted state.</li>
76<li><strong>Color</strong><!--、<strong>強度(Intensity)</strong>--> of the light's shape node<br> This is relected in the RGB components of the ambient color in the case of ambient lights.<br> In the case of a directional light, point light or spotlight, this is reflected in the RGB components of the diffuse color and specular color. The same value is used for specular color 0 and specular color 1.<BR> <!--強度はアンビエントカラー/ディフューズカラー/スペキュラカラーの A 成分に反映されます(有効な値は 0 ~ 1)。<br>--> (0, 0, 0, 1) is always output for the ambient color of directional lights, point lights and spotlights. <br> The alpha component of each color is fixed to 1.</li>
77<li>The <strong>Emit Diffuse</strong> attribute of the light's <CODE>shape</CODE> node (except for ambient lights)<BR>If this attribute is cleared, (0, 0, 0, 1) is output for the diffuse color.</li>
78<li>The <strong>Emit Specular</strong> attribute of the light's <CODE>shape </CODE>node (except ambient lights)<BR>If this attribute is cleared, (0, 0, 0, 1) is output for specular color 0 and specular color 1.</li>
79<li>The <strong>Cone Angle</strong>, <strong>Penumbra Angle</strong>, and <strong>Dropoff</strong> attributes of the light's <CODE>shape</CODE> node (spotlights only)<br> Thiese data are reflected in the angular attenuation lookup table.</li>
80</ul>
81
82<p><STRONG>Global coordinate</STRONG> values are output for light movement and direction. If the light's transform node has a parent node, the translate and rotate settings of the parent node will also be reflected. Visibility of the parent node will also be reflected in these settings.</p>
83</li>
84
85<!--li><strong>ユーザーデータ</strong> <p>ディレクショナルライト、ポイントライト、スポットライトは、transform ノードに <a href="set_user_data.html">NW4C Set User Data プラグイン</a>でユーザーデータを設定することができます。</p> </li-->
86</ul>
87
88<p><br><br></p>
89<hr><p>CONFIDENTIAL</p></body>
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