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7<title>Scene Node</title>
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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>
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86<br/><br/>
87<hr><p>CONFIDENTIAL</p></body>
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