1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 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<META name="GENERATOR" content="IBM WebSphere Studio Homepage Builder Version 9.0.0.0 for Windows"> 7<link rel="stylesheet" href="css/manpage.css" type="text/css"> 8<title>Plug-in for Setting Material Attributes</title> 9</head> 10<body> 11 12<h2 id="mat_attr">Plug-In for Setting Material Attributes (NW4C Set Material Attribute)</h2> 13<p>Sets the attributes for materials used by NintendoWare in a shading group. Note, however, that these attributes are not reflected on the Maya screen. It is also possible to search for settings.<br> The window is shown when NW4C Set Material Attribute is run from the NW4C menu.</p> 14<p><img src="images/SetMaterialAttr1.gif" border="0"></p> 15<p>Selected materials and shading groups are displayed in the <strong>Selected Material</strong> field. If four or more materials are selected, display is skipped and the number of materials selected is displayed on the right.</p> 16 17<p><strong>Setting Attributes</strong></p> 18<p>When a shading group (shadingEngine node) or material node (Lambert node, and so on) is selected (multiple selections are possible), the current setting for the selected node is displayed in the <strong>Set</strong> field. If multiple selections were made, the setting for the node selected first is displayed.<br> Attributes are changed by controlling each item in the window. If multiple selections were made, selected nodes can be changed all at once. (Only the modified attribute will be reflected.)<br> A different node can be set by selecting it without closing the window.</p> 19<ul> 20 <li><strong>Face Culling</strong> 21 <p>Specifies the faces for culling polygons.<BR> <strong>Back Face Culling</strong> culls the back face and displays only the front face, <strong>Front Face Culling</strong> culls the front face and displays only the back face, <strong>Always Culling</strong> does not display either face, and <strong>Never</strong> displays both faces. The default is <B>Back Face Culling</B>.<br> <br> <strong><font color="#ff0000"><B>Always Culling</B>(do not show either face) is not supported at runtime. It is handled as Front Face Culling (display back surface). Always Culling will be deprecated from Nintendo Ware 1.2.0. </b></font> 22 </p> 23 </li> 24 <li><strong>Fragment Lighting</strong> 25 <p>Specifies whether to use fragment lighting. The default setting is ON.</p> 26 </li> 27 <li><strong>Vertex Lighting</strong> 28 <p>Specifies whether to use vertex lighting. The default setting is OFF.<br> If set to ON, the maximum number of matrix palettes decreases, so the drawing process load increases for skin models that effect many nodes.</p> 29 </li> 30 <li><strong>Blend Mode</strong> 31 <p>Specifies the material's Translucent Setting. <br> If set to <STRONG>Auto</STRONG>, the PE is set automatically to either Opaque, Alpha Test, or Translucent, based on what is optimal given the material, vertex color, and texture's alpha.<BR> The default is <B>Auto</B>. If Auto does not result in the desired translucency setting, specify a setting other than Auto for the PE.<BR> <B>Opaque</B> sets the PE to standard opaque rendering.<BR> <B>Alpha Test</B> sets the PE to standard mask rendering.<BR> <B>Translucent</B> sets the PE to standard translucent rendering.<BR> Setting <strong>Add</strong> results in settings for an additive translucent image.<br> Setting <strong>Sub</strong> results in settings for a subtractive translucent image.<br> Setting <strong>Multiply</strong> results in settings for a multiplicative translucent image.<br> 32 </p> 33<p><strong>Details about Auto</strong></p> 34<p><!-- >マテリアルの Transparency にアニメーションが設定されている場合は、開始フレームにおける Transparency の値で判定します。< --><br> If the file node is linked to the Transparency attribute and animation has been set for the file node's Alpha Gain, then the Start Frame is determined by the Alpha Gain value.<br> For textures, the determination is made based solely on the texture specified by the file node's Image Name, even when texture pattern animation has been set.<br> 35 36<!-- >シェイプアニメーションが設定されていて、頂点カラーを更新する場合、ターゲットオブジェクトの頂点カラーも判定に使用します。< --> 37</p> 38 </li> 39 <li><strong>Compress</strong> 40 <p>If the Export plug-in option <a href="export.html#options_compress_mat">Compress Material</a> has been set to <B>Compress Same Material</B>, a flag is set so that compression is not used.<br> If set to <strong>Compress if possible</strong>, compression is used if the attributes are the same as other materials. This is the default.<br> If set to <B>Don’t compress</B>, the material is output as an independent material without compression even if the attributes are the same as other materials.</p> 41 </li> 42</ul> 43 44<p><strong>Searching for Attributes</strong></p> 45<p>Clicking <strong>Search</strong> when the checkbox for the <strong>Search</strong> field is selected will select the corresponding shading group, materials connected to the shading group, and polygons belonging to the shading group. Setting Rendering > Show ShadingGroups under Hypergraph makes the results easy to see.<br> If the <B>and</B> radio button located to the left of the <B>Search</B> button is selected, a search is made for the materials which have the same attributes. If the <B>or</B> radio button is selected, a search is made for materials with at least one of the same attributes. If no radio buttons are selected, attributes are excluded from search conditions.</p> 46 47<p><br><br></p> 48<hr><p>CONFIDENTIAL</p></body> 49</html>