Sets the attributes for materials used by NintendoWare in a shading group. Note, however, that these attributes are not reflected on the Maya screen. It is also possible to search for settings.
The window is shown when NW4C Set Material Attribute is run from the NW4C menu.
Selected materials and shading groups are displayed in the Selected Material field. If four or more materials are selected, display is skipped and the number of materials selected is displayed on the right.
Setting Attributes
When a shading group (shadingEngine node) or material node (Lambert node, and so on) is selected (multiple selections are possible), the current setting for the selected node is displayed in the Set field. If multiple selections were made, the setting for the node selected first is displayed.
Attributes are changed by controlling each item in the window. If multiple selections were made, selected nodes can be changed all at once. (Only the modified attribute will be reflected.)
A different node can be set by selecting it without closing the window.
Specifies the faces for culling polygons.
Back Face Culling culls the back face and displays only the front face, Front Face Culling culls the front face and displays only the back face, Always Culling does not display either face, and Never displays both faces. The default is Back Face Culling.
Always Culling(do not show either face) is not supported at runtime. It is handled as Front Face Culling (display back surface). Always Culling will be deprecated from Nintendo Ware 1.2.0.
Specifies whether to use fragment lighting. The default setting is ON.
Specifies whether to use vertex lighting. The default setting is OFF.
If set to ON, the maximum number of matrix palettes decreases, so the drawing process load increases for skin models that effect many nodes.
Specifies the material's Translucent Setting.
If set to Auto, the PE is set automatically to either Opaque, Alpha Test, or Translucent, based on what is optimal given the material, vertex color, and texture's alpha.
The default is Auto. If Auto does not result in the desired translucency setting, specify a setting other than Auto for the PE.
Opaque sets the PE to standard opaque rendering.
Alpha Test sets the PE to standard mask rendering.
Translucent sets the PE to standard translucent rendering.
Setting Add results in settings for an additive translucent image.
Setting Sub results in settings for a subtractive translucent image.
Setting Multiply results in settings for a multiplicative translucent image.
Details about Auto
If the file node is linked to the Transparency attribute and animation has been set for the file node's Alpha Gain, then the Start Frame is determined by the Alpha Gain value.
For textures, the determination is made based solely on the texture specified by the file node's Image Name, even when texture pattern animation has been set.
If the Export plug-in option Compress Material has been set to Compress Same Material, a flag is set so that compression is not used.
If set to Compress if possible, compression is used if the attributes are the same as other materials. This is the default.
If set to Don’t compress, the material is output as an independent material without compression even if the attributes are the same as other materials.
Searching for Attributes
Clicking Search when the checkbox for the Search field is selected will select the corresponding shading group, materials connected to the shading group, and polygons belonging to the shading group. Setting Rendering > Show ShadingGroups under Hypergraph makes the results easy to see.
If the and radio button located to the left of the Search button is selected, a search is made for the materials which have the same attributes. If the or radio button is selected, a search is made for materials with at least one of the same attributes. If no radio buttons are selected, attributes are excluded from search conditions.
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