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>material_sss</title> 12<!-- InstanceEndEditable --> 13</head> 14<body> 15<div> 16 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 17 <h1>MaterialSSS</h1> 18 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 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> > <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> 115 <!-- InstanceEndEditable --> </div> 116 <div class="footer" /> 117</div> 118<hr><p>CONFIDENTIAL</p></body> 119<!-- InstanceEnd --> 120</html>