1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html xmlns="http://www.w3.org/1999/xhtml"> 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<link rel="stylesheet" href="css/manpage.css" type="text/css" /> 7<title>Scene Node</title> 8</head> 9<body> 10 11<h1>Scene Node</h1> 12<p>This chapter describes procedures and precautions regarding the use of 3ds Max to create scenes for NintendoWare.</p> 13 14<p> 15<a href="#light">Light</a><br/> <a href="#camera">Camera</a><br/> 16</p> 17<h2 id="light">Lights</h2> 18 19<h3>Light Types</h3> 20<p>Output of standard lighting is supported as shown below.<br/> 21</p> 22<ul> 23<li>Omni-light</li> 24<li>Spot light (Target Spot Light or Free Spot Light)</li> 25<li>Directional light (Directional Light or Target Directional Light)</li> 26<li>Environment: ambient light (Ambient Light on the Environment dialog)</li> 27</ul> 28 29<h3>Color</h3> 30<p>For ambient lights, color is output as the ambient color of the ambient light.</p> 31<p> 32 For non-ambient lights, the value obtained by multiplying is used as the color of the light being output (0, 0, 0, 1) is always output for the ambient color. 33</p> 34<p> 35 Output can be changed using the settings for <B>Diffuse reflected light</B> and <B>Specular reflected light</B> under <B>Diffuse effects</B>. 36 <ul>[Diffuse reflected light] 37 <li>ON<br /> Diffuse color = Light color 38 </li> 39 <li>OFF<br /> Diffuse color = (0, 0, 0, 1) 40 </li> 41 </ul> 42 <ul>[Specular reflected light] 43 <li>ON<br /> Specular color 0 = Light color<br /> Specular color 1 = Light color 44 </li> 45 <li>OFF<br /> Specular color 0 = (0, 0, 0, 1)<br /> Specular color 1 = (0, 0, 0, 1) 46 </li> 47 </ul> 48</p> 49<br/> 50<h3>Hotspot and Fall-off</h3> 51<p>A lookup table is created based on hotspot and fall-off values.</p> 52 53 54 55<br/> 56<p><STRONG>Global coordinate space</STRONG> values are output for the light position and direction. If a light has a parent node, the Position and Rotate for the parent node are also applied.</p> 57 58 59<h2 id="camera">Camera</h2> 60<h3>Camera Types</h3> 61 <p> 62Free cameras and target cameras are supported.<br/> Targets cameras are output as <CODE>Aim</CODE> type, whereas free cameras are output as <CODE>Rotate</CODE> type.<br/> 63 64As the projection methods, both perspective camera and orthographic camera are supported. Orthographic cameras are configured by turning ON <strong>orthogonal projection</strong> on the Camera Parameter Panel.</p> 65<h3>Aspect Ratio</h3> 66 <p>The aspect ratio is output by calculating it based on the rendering resolution.</p> 67<h3>Angle of View</h3> 68<p> 69The angle of view is configured using the <B>Field of View</B> on the <B>Camera Parameter Panel</B>.<br/> This is converted to the vertical angle of view and output to the intermediate file.<br/> 70</p> 71<h3>Orthographic Camera View Volume</h3> 72 <p> 73 When using an orthographic camera, the height of the orthogonal projection is calculated based on the distance to the target using the expression below.<br/> 74 <pre> 75tdist = Distance to target 76fovY = View angle in vertical direction 77ortho_height = tan( fovY / 2) * tdist * 2</pre> 78 </p> 79 80<br/> 81 82<p><STRONG>Global coordinate space</STRONG> values are output for the camera position and direction. If camera or target (equivalent to <CODE>Aim</CODE>) nodes have parent nodes, the Translate and Rotate settings of the parent node are also applied.</p> 83 84 85 86<br/><br/> 87<hr><p>CONFIDENTIAL</p></body> 88</html>