You can make fragment lighting and texture combiner settings on the Fragment tab in Standard mode.
The settings and features of the Fragment tab (Standard mode) on the material Properties panel are described here.
The Fragment tab includes fragment lighting settings and texture combiner settings. Both will be described.
A | Fragment lighting | You can set lookup table combinations (layer configurations) to be used to calculate fragment lighting and lookup tables to be used. |
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B | Texture combiners | The Texture combiners section combines fragment lighting results or textures entered as input and determines their final color and alpha. |
Fragment lighting settings and features are described here.
You can set lookup table combinations (layer configurations) to be used to calculate fragment lighting and lookup tables to be used.
Note: If you are using an Input angle CP, set the Layer config to Layer configuration 7.
If an input angle CP is used with anything other than Layer configuration 7, it will not be applied to the preview.
When a layer configuration is selected, the lighting components that can be used with that number are colored in.
In the above figure, Layer configuration 5 is selected.
When using Layer configuration 5, the following four components can be used and are colored in: Spot, Distr. 0, Distr. 1 and Fresnel.
The text Cycle x 2 that appears next to the layer configuration pull-down indicates the processing load when using the selected layer configuration. There are three stages: x1, x2 and x3. The higher the number, the greater the processing load.
You can set the components for which you want to use a lookup table managed as a lookup set.
For details on lookup tables, click here.
Under CreativeStudio, you can manage lookup tables as a set.
When a lookup table is created, you can set a lookup table by selecting from a pull-down menu.
In the above figure, the lookup table set test is selected.
You can set a lookup table for a component.
You can set a lookup table for each component by setting a lookup table set and layer configuration.
Select a lookup table from the pull-down menu for each component.
The Texture combiners section combines fragment lighting results or textures entered as input and determines their final color and alpha.
Texture combiners can be used for Stages 0 through 5 (up to 6 stages).
You can copy, add, delete and swap the order of texture combiners.
Duplicates the selected combiner and inserts it in the next stage.
(1) Select the combiner you want to duplicate.
(2) After selecting a combiner, press Duplicate.
(3) The selected combiner is duplicated and inserted in the second stage.
Note: This can be performed for combiners in the 1st stage and beyond.
Adds the selected combiner as a "new combiner" in the next stage.
For adding a combiner, follow the same steps as above but for step (2) press Add to insert a new combiner in the next stage after of the selected combiner.
Note: Unlike Duplicate, the Add feature can be performed on any stage of combiner.
However, if the maximum number of combiners has been created (six stages), a combiner cannot be added.
Deletes the selected combiner.
(1) Select the combiner you want to delete.
(2) Press Delete to delete the selected combiner.
The selected combiner can swap stages with the neighboring combiner.
(1) Select the combiner you want to shift.
(2) Press either arrow to shift in the desired direction.
(3) The selected combiner is swapped with the combiner in the direction of the arrow.
In step (2) pressing the Right Arrow button swaps the combiners in the 4th and 5th stages.
You can determine the final color and alpha by entering the result of fragment lighting or a texture into the calculation formula for the combiner color.
You can select a formula from a pull-down menu.
Results of fragment lighting and textures are entered into these formulas.
You can select a scaling factor to be applied to formula results from a pull-down menu.
Sources to be used in the calculation formula can be selected from the pull-down menus given for A, B and C.
Here, the selected sources are calculated by the formula and the final color and alpha are determined.
Operands are used to set which components of the input source are used.
For example, if the operand is set to RGB, the RGB source components input are used.
Then settings available for the combiner alpha are the same as those for the combiner color.
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