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7<title>Scene Data</title>
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11<h1>Scene Data</h1>
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13<p>This chapter describes procedures and precautions for creating scene data using NintendoWare in Softimage.</p>
14<p>
15<a href="#camera">Camera</a><br> <a href="#light">Light</a><br>
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18<h2><a name="camera">Camera</a></h3>
19<p>
20<ul>
21<li>Camera Types
22	<p>Supported camera types are: Perspective, Telephoto, Wide Angle, and Orthographic.
23	</p></li>
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25<li>Cameras that are not output
26	<p>A camera will not be output if its Visibility property <B>View Visibility</B> is OFF.
27	</p></li>
28
29<li>Aspect Ratio
30	<p>The aspect ratio is set by selecting <B>Primitive</B> &gt; <B>Pict. Ratio</B> under Camera Properties, or <B>Projection Plane</B> &gt; <B>Film Aperture (Fixed Aspect Ratio OFF)</B>.<br>
31	</p></li>
32<li>Angle of View
33	<p>Angle of view is set by selecting <B>Primitive</B> &gt; <B>Field Of View</B> &gt; <B>Angle</B> under Camera Properties or <B>Projection Plane</B> &gt; <B>Film Aperture (Fix Aspect Ratio ON)</B>. Since vertical Field of View (Fovy) is output to the intermediate file, if <B>Primitive</B> &gt; <B>Field Of View</B> is set to <B>Horizontal</B>, convert it to <B>Vertical Field of View</B> before exporting. The relationship between Horizontal Angle of View and Vertical Angle of View is determined by the Aspect Ratio.<BR> The relationship between the Vertical Field of View (Fovy) and the Horizontal Field of View (Fovx) is given by the following formula:
34	<pre>Fovy = 2 * atan( tan( Fovx * 0.5 ) / aspect )</pre>
35	<p></p></li>
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39</ul>
40<p></p>
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42<h2><a name="light">Lights</a></h3>
43<p>
44<ul>
45<li>Light Types
46	<p>Supported light types are: Infinite, Point, and Spot.<br> <B>Render</B> &gt; <B>Edit</B> &gt; <B>Ambience</B> converts light into ambient light. However, there can only be one ambient light.
47	</p></li>
48<li>Lights that are not output
49	<p>A light is not output if the Visibility property <B>View Visibility</B> is not animated and is OFF.
50	</p></li>
51<li>The Spotlight's <CODE>Visibility</CODE> property
52	<p>A spotlight is not output if either its own <CODE>Visibility</CODE> or the <CODE>Visibility</CODE> of <CODE>Spot_Root</CODE> is OFF.</p></li>
53<li>Light Contribution
54	<p>If the light property <B>Light Contribution</B> &gt; <B>Specular</B> is ON, then the <CODE>color </CODE>value is output as specular color.<br/> If it is OFF, then black is output to the specular color.
55	<p>If the light property <B>Light Contribution</B> &gt; <B>Diffuse</B> is ON, then the <CODE>color </CODE>value is output as diffuse color.<br/> If it is OFF, then black is output to the diffuse color.
56	</p></li>
57<li>Ambient color
58	<p>Black is always exported for the ambient color of Infinite, Point, and Spot light types.</p></li>
59
60<li>Specular Color 0, Specular Color 1
61	<p>The intermediate file can have two settings for specular color, but the same value is output for both from Softimage.
62	</p></li>
63<li>Exportable Attributes
64	<p>Attributes that can be output to intermediate files are collected below.</p>
65<ul>
66<li>  The light kinematics <B>Translate </B>and <B>Rotate</B> (Global Coordinates)</li>
67<li>  The light Visibility property <B>View Visibility</B> (except for Ambient Lights)</li>
68<li>  The light Color, Cone Angle and Spread (Cone Angle and spread are for Spot Lights only)</li>
69<li>  Ambient Light <B>Color</B></li>
70<li>  <B>Intensity </B>is output as the alpha component of the light color. (Valid values range between 0.0 and 1.0. (Valid values are 0.0 through 1.0 and correspond to alpha values ranging from 0 to 255 in the intermediate file.)<br/>However, 1 is always exported for the alpha value of the ambient color of Ambient Lights and Lights. </li>
71<li>  The kinematics <strong>Translate</strong> of the spot light <CODE>Interest</CODE> node (Global Coordinates).</li>
72</ul>
73	<p></p></li>
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75<p></p>
76<p><br></p>
77</ul><hr><p>CONFIDENTIAL</p></body>
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