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16    <h1>Notes</h1>
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18    <p>This includes notes and precautions when using <span class="no">CreativeStudio</span>.</p>
19    <a name="banner_production" id="banner_production"></a>
20    <h2>Banner Limitations</h2>
21    <p>Intermediate files output by CreativeStudio can be used to create banners.</p>
22    <p>For details on banner creation, see the separate CTR_SDK documentation.</p>
23    <p class="hint_warn">Documenation on creating CTR_SDK banners can be found in the following location.<BR> &quot; CTR_SDK/documents/tools/ctr_BannerModelConverter.html &quot;<br /> This document includes a description of the tool used to create banners, and various limitations that must be observed by banner data.</p>
24    <a name="light_related" id="light_related"></a>
25    <h2>Light-Related Precautions</h2>
26    <p>These precautiosn are for when using the <span class="no">CreativeStudio </span> default shader.</p>
27    <p>The results below may differ if you use a user shader.</p>
28    <p class="system">At present, creating any light in CreativeStudio <B>disables</B> the default light.<em> Consequently, creating an ambient or vertex light will cause lit objects to appear black.</p>
29    <p class="system"><em>Export model using vertex lighting</em><br /> If expressions are not correct when exporting a model using vertex lighting under Maya, be sure to check <B>Model Options</B> of the Maya Export plug-in.</p>
30    <p class="new_hint"><B>Note:</B> For more information about the plug-in, see the Maya Plug-In Manual, which can be found at the following location. <CODE>%NW4C_ROOT%/documents/DccPlugin/Maya</CODE></p>
31    <p class="system"><B>About Spotlight Angle Attenuation for Fragment Lights</B><br />Due to hardware specifications, the spotlight angle, scale, and absolute value angle attenuation settings configurable in CreativeStudio are common for all lights.<br /> If you are using multiple spotlights in <span class="no">CreativeStudio </span>, only the settings for the last spotlight configured are used. Settings for spotlights configured earlier are ignored.<BR> Use the scene environment Properties panel when managing more than one spotlight.</p>
32    <a name="offset" id="offset"></a>
33    <h2>Polygon Offsets</h2>
34    <p>Since the offset value changes depending on the camera setting and data to be adjusted, it is important to verify the display using camera settings (W scale, Near and Far) and Z buffer settings (Z buffer format) that may be used in an actual game.<br /> We recommend that the display be verified on PARTNER-CTR Debugger, because the Z buffer is currently not accurately reproduced on CreativeStudio.</p>
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