Combining Textures

CreativeStudio can combine loaded textures and edit textures using multi-UV.

This section describes how to load two textures into CreativeStudio, combine them, and then apply the combined result to a sample model.

Creating a Sample Model

On the CreativeStudio menu, select CreateSampleCube model to create a sample model.

Loading textures

On the CreativeStudio menu, select File → Open → Intermediate File to load the following texture intermediate files.

" %NW4C_ROOT%/SampleData/Graphics/Intermediate/ManualResource/TextureCombinerSample/ "

Intermediate file names Image Content
ForegroundBlack.ctex Chess knight This is a chess knight texture with black background.
Background.ctex Field of flowers This is a field of flowers texture.

Note: Texture intermediate files can be created using a 3DCG tool or Photoshop with NintendoWare plug-ins installed.

Adding textures

You can add a loaded texture to a material.

Select a material displayed in the Content panel to open the material Properties panel.

Selecting a material on the <B>Content</B> panel

Select the Texture tab on the material Properties panel. Press Add under Texture list. A tab for Texture1 will appear.

Material editing combiner image 02

Applying a Texture

Open the pull-down menu under Image. Textures currently loaded into CreativeStudio will be displayed.

Pull-Down Menu

Select the texture to be added.

For now, select the following textures.

Texture0 tab: ForegroundBlack
Texture 1 tab: Background

When you select a texture, the texture image and associated information are displayed.

Material editing combiner image 03

Making the settings above allows textures added to the material to be used.

Deletions

Press Delete to delete the most recently added Texture tab.

Changing Textures

On the material Properties panel, select the Texture tab to be changed.

Changing Textures

Open the image pull-down menu and select the texture to be changed.

Changing Textures

Change the image to the selected texture.

Changing Textures

The texture is now changed.

You can check that you have switched to the selected texture on the Preview panel.

Combiner Settings

Use the Fragment tab on the material Properties panel to add the two textures together.

Combiner image

For details on the texture combiners, click here.

Make the following settings under Combiner 0 color.

Setting Settings Content
Formula A + B Sets the sources to use as input to the formula and how they will be processed.
A: Source 0 Texture 0 Sets component A to be used by the formula from the pulldown menu.
B: Source 1 Texture 1 Sets component B to be used by the formula from the pulldown menu.
C: Source 2 This is not used here. Sets component C to be used by the formula from the pulldown menu.

These settings will add the two textures to the sample model and show them in the Preview display.

Combiner image

Editing Multi-UVs Created Using a 3D CG Tool

Multi-UV is when one polygon model is assigned multiple texture UV coordinates.

Note: Multi-UVs themselves cannot be created under CreativeStudio.
In this example, we describe how to load the die model using multi-UV textures configured using Maya into CreativeStudio and then edit the data. How to configure the multi-UV using the 3D CG tool is not covered here.

Figure 1 Die Model Created Using Multi-UV Under Maya
(Preview image under Maya)

There are two textures used for multi-UV: the numbers on the die, and the surface shadow texture.

Figure 2 Number texture on the die

Figure 3 Surface shadow texture

The texture samples above are not currently ready.

Outputting Intermediate Files from a 3D CG Tool

Export the intermediate file for the model (die) created using the Maya plug-in.

Note: For details about export, see the 3D CG Plug-In Manual, which can be found in the following location: " %NW4C_ROOT%/documents/DccPlugin "

Loading the Model into CreativeStudio

On the CreativeStudio menu, select File → Open → Intermediate file to load the intermediate file (die model) exported from Maya.

When an intermediate file is opeed, bound texture data and other such information is automatically loaded.

Note: These intermediate files can also be loaded into CreativeStudio by dragging & dropping them.

Checking CreativeStudio Settings

When a model that uses multi-UV is loaded by CreativeStudio, the UV set is set automatically.

You can check the UV set on the material Properties panel of CreativeStudio by selecting Texture tab > Texture coordinator > UV set to use.

In the sample, there are two textures included, one for the numbers on the die (Texture0) and one for the surface shadow texture (Texture1). UV sets are automatically set for Texture0 and Texture1.

Each texture can be controlled using the UV set set here.

Figure 4 Relationship Between the Two Textures and UV Sets

UV sets are set automatically

Combiner Settings

Here, settings are made only to multiply the two textures together.

Texture combiner settings are located on the Fragment tab of the material Properties panel.

Texture Combiner Settings

After configuring the settings as above, you can check the two textures using multi-UV in the model loaded from a 3D CG tool.

The image below appears in the Preview after combiner settings have been made under CreativeStudio.

Figure 5 Preview After Combining the Two Textures

Setting animations for the texture UV

You can apply animations to each texture UV expressed using multi-UV.

Here, we will create a scale animation for the surface shadow texture (Texture 1).

(1) Select material on the CreativeStudio Contents panel.

(2) In CreativeStudio, select Window > Curve editor to open Curve editor.

(3) Select the triangular marker for TextureCoordinators[1].Scale in the graph tree view on the Curve editor panel.

(4) Set X and Y for TextureCoordinators[1] and create the following curve for both.

Horizontal axis 0 / Vertical axis 1

Horizontal axis 50 / Vertical axis 2.5

Horizontal axis 100 / Vertical axis 1

(5) After creating the curves, press the play button on the CreativeStudio timeline panel. This will result in scale animation of the surface shadow texture (Texture 1).

The die numbers (Texture 0) will remain unchanged without animation.

Note: The method of caculating texture coordinates for Sample Texture 1 is set to 3dx max method.

Figure 6 Setting an Animation for the Six-Sided Shadow Texture

By using multi-UV you can use two textures with a single model as described above and apply an animation to each separate texture.


CONFIDENTIAL