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17    <h1>MaterialSSS</h1>
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19    <p>MaterialSSS  is a skin expression.</p>
20    <p>NV is used effectively for the calculation of skin transparency.</p>
21    <p>This section describes settings for the MatterialSSS material sample.</p>
22    <img src="assets/chess05.png" alt="material_sss Image"/>
23    <p class="hint_warn">Caution:<br /> 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>
24    <h2>Material Settings</h2>
25    <p>Click on sss_mat displayed on the CreativeStudio Contents panel to open the material Properties panel.</p>
26    <h3>General</h3>
27    <p>Check the <B>General</B> tab on the material <B>Properties</B> panel.</p>
28    <p>The lighting setting is set to <B>Fragment lighting</B>.</p>
29    <p>This indicates that fragment lights are rendered using a lookup table for MaterialSSS.</p>
30    <img src="assets/sss_chess02.png" alt="thinfilm_chess Image 02"/>
31    <p class="new_hint"><B>Note:</B> Rendering settings must be changed to match the light being used.</p>
32    <h3>Color Settings</h3>
33    <p>Check the <B>Color</B> tab on the material <B>Properties</B> panel.</p>
34    <p> <B>Specular 0</B> is set to gray for MasterialSSS.</p>
35    <p>This setting is used to adjust the specular used by Distribution 0 in the lookup table.</p>
36    <img src="assets/sss_chess03.png" alt="thinfilm_chess Image 03"/>
37    <h3>Fragment Settings</h3>
38    <p>Check the <B>Fragment</B> tab on the material <B>Properties</B> panel.</p>
39    <p>The layer configuration of the fragment shader for MaterialSSS is Layer configuration 4.</p>
40    <p>This setting enables the use of lookup tables for Spot, Reflection (R), Reflection (G), Reflection (B), Distribution 0, and Distribution 1.</p>
41    <img src="assets/sss_chess04.png" alt="thinfilm_chess Image 04"/>
42    <p>For details on layer configurations, click <a href="../../../../user_guide/material/layer_configuration/index.html">here</a>.</p>
43    <h4>Checking lookup tables</h4>
44    <p>Check lookup table sets and elements used by lookup tables.</p>
45    <h5>Lookup table set</h5>
46    <p>LookupTableSetContentCtr0 is selected for the lookup table set.</p>
47    <img src="assets/sss_chess05.png" alt="thinfilm_chess Image 05"/>
48    <p class="new_hint"><B>Note:</B> 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>
49    <h5>Comp.</h5>
50    <p>Next, check lookup table elements.</p>
51    <p>Reflection R, Reflection G, Reflection B, Distribution 0 and Distribution 1 are set for MaterialSSS.</p>
52    <img src="assets/sss_chess06.png" alt="thinfilm_chess Image 06"/>
53    <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 /></p>
54    <p>The lookup tables <em>sss_distribution0</em> and <em>sss_distribution1</em> adjust the distribution of strong light.</p>
55    <h5>Input angle</h5>
56    <p>Next, check the input angle.</p>
57    <p>MaterialSSS uses the input angles given below for each element.</p>
58    <img src="assets/sss_chess07.png" alt="sss_chess Image 07"/>
59    <h6><span class="text_color">●</span>Reflectance R, Reflectance G, and Reflectance B use input angle LN</h6>
60    <p>Input angle LN is a diffuse expression.</p>
61    <p>It expresses the effect of the model being bathed in light.</p>
62    <p>With MaterialSSS, the skin color changes as you go from where strong light strikes it to where light does not strike it.</p>
63    <h6><span class="text_color">●</span>Distribution 0 uses input angle NH</h6>
64    <p>Distribution 0 distributes the color of Specular 0 using the input angle NH.</p>
65    <p>A weak specular for the skin can be expressed by adjusting the flat curve of the sample.</p>
66    <h6><span class="text_color">●</span>Distribution 1 uses input angle NV</h6>
67    <p>Checking the reflection factor for Distribution 1 adjusts the color distribution of Reflectance (R), Reflectance (G) and Reflectance (B), but not that of Specular 1.</p>
68    <p>NV creates a flow of light from the camera front to the edge of the model.</p>
69    <h4>Texture combiners</h4>
70    <p>Check texture combiners.</p>
71    <p>Combiner 0 color is set for MaterialSSS.</p>
72    <img src="assets/sss_chess09.png" alt="thinfilm_chess Image 09"/>
73    <table>
74      <thead>
75        <tr>
76          <th>Settings</th>
77          <th>Settings</th>
78        </tr>
79      </thead>
80      <tbody>
81        <tr>
82          <th>Formula</th>
83          <td>A</td>
84        </tr>
85        <tr>
86          <th>A: Source 0</th>
87          <td>Secondary color</td>
88        </tr>
89      </tbody>
90    </table>
91    <p>This setting indicates that the secondary color will be used as-is.</p>
92    <p class="new_hint"><B>Note:</B> 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>
93    <h2>Checking lookup tables</h2>
94    <p>Check the CurveEditor panel for the lookup tables actually used with MaterialSSS.</p>
95    <p>Select LookupTableSetContentCtr0 located on the Creative Studio Contents panel.</p>
96    <p>While in the state described, select <B>Window</B> &gt; <B>Curve editor...</B> from the menu bar to open the CurveEditor panel.</p>
97    <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>
98    <ul>
99      <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>
100      <li>Vertical axis represents color (light) intensity.</li>
101    </ul>
102    <h3>sss_reflectance_r / g / b  settings</h3>
103    <p>Select sss_reflectance_r/g/b displayed on the CurveEditor panel to check their curves.</p>
104    <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>
105    <p>This expresses changes in skin color to match changes in shading.</p>
106    <h3>sss_distribution0</h3>
107    <p>Select sss_distribution0 displayed on the CurveEditor panel to check its curve.</p>
108    <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>
109    <p>This curve is used to make weak specular expressions for the skin.</p>
110    <h3>sss_distribution1</h3>
111    <p>Select sss_distribution1 displayed on the CurveEditor panel to check its curve.</p>
112    <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>
113    <p>The transparency of the skin as seen from the viewpoint is expressed by adjusting Relectance (R), Reflectance (G) and Reflectance (B).</p>
114    <p class="hint"><em>Tip: </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>
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