MaterialThinfilm

MaterialThinfilm repesents an expression of a thin film.

As with the MaterialToon material settings, an RGB lookup table is used to enable application of reflection tables.

This section describes settings for the MaterialThinfilm material sample.

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Material Settings

Click on thinfilm_mat displayed on the CreativeStudio Contents panel to open the material Properties panel.

General

Check the entire material Properties panel.

The lighting setting is set to Fragment lighting.

This indicates that fragment lights are rendered using a lookup table for MaterialThinfilm.

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Note: Rendering settings must be changed to match the light being used.

Color Settings

Colors are not set for MaterialThinfilm, because its specular colors are specified in the lookup table.

Fragment Settings

Check the Fragment tab on the material Properties panel.

Fragment lighting for MaterialThinfilm uses Layer Config 4.

This setting enables the use of lookup tables for Spot, Reflection (R), Reflection (G), Reflection (B), Distribution 0, and Distribution 1.

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For details on layer configurations, click here.

Lookup tables

Check the following settings in the lookup table for MaterialThinfilm.

Lookup table set

LookupTableSetContentCtr0 is selected for the lookup table set.

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Note: The lookup table set manages created lookup tables as a set.
Clicking on LookupTableSetContentCtr0 displayed on the CreativeStudio Contents panel displays the lookup table Properties panel, where you can check the lookup tables being managed.

Elements

Next, check lookup table elements.

Reflectance R, Reflectance G, Reflectance B, Distribution 0 and Distribution 1 are set for MaterialThinfilm in the lookup table.

The lookup tables being used here are managed all managed under the lookup table set LookupTableSetContentCtr0.

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The lookup tables thinfilm_reflectance_r, thinfilm_reflectance_g and thinfilm_reflectance_b represent changes in RGB due to light shadows.

Input angles

Next, check the input angle.

With MaterialThinfilm, all components use NV.

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Note: The input angle NV controls the distribution of light using the normal vector (N) of the model as seen from the camera (V).
Expressions such as rim lights are possible for example.
For details on the types of input angle, click here.

Texture combiners

Next, check the texture combiner settings.

The color of Combiner 0 is used for MaterialThinfilm.

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Setting Settings
Formula A
A: Source 0 Secondary color

This setting indicates that the secondary color will be used as is.

Note: The output result of the vertex shader is used for Source 1 and Source 2. However, there is no effect on the model because the result is not used by the calculation formula.

CurveEditor panel

Check the CurveEditor panel for the lookup tables actually used with MaterialThinfilm.

Select LookupTableSetContentCtr0 located on the Creative Studio Contents panel.

While in the state described, select Window > Curve editor... from the menu bar to open the CurveEditor panel.

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thinfilm_reflectance_r / g / b settings

Select thinfilm_reflectance_r/g/b displayed on the CurveEditor panel to check their curves.

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Three lookup tables are used to express a bright crimson color toward the far edge of the model.


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