Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
1. Overview
There are "painting" and "line" in toon rendering.
A cel shading plug-in takes charge of "painting."
Although the name with the image of the single color painting a "cel" is used as a general name, a watercolor painting and a
sketch expression are also possible by setting of a parameter.
2. CelPainter Shader
Main panel
for LW8
for LW9
Light List
The status of the selective light set up by the light list edit panel is displayed.
What the check attaches beside the light name is the light which is enabled.
Only the description of the selective light set up by CelPainter are displayed as this list.
An exclusion of the light of the object set up by the Lightwave side, a diffusion of a light property, and reflective no effect
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-1_en.htm#ac41[04/05/2011 12:01:58]
manual
Color Picker
Custom color picker of CelPainter is opened and closed.
Details here
Edit Layer
A layer edit panel is opened and closed.
Details here
Gradient view
In this area, the display of gradient and the edit of a key position which are edited can be performed.
It can be operated like standard gradient texture setting for Lightwave.
The status of a layer that the parameter (base, speculer, transparency) chosen with the edit tab is chosen is displayed on the
preview area of gradient.
Sub Display
The preview area is divided into three lines and can display gradient other than the parameter under edit on
the top row for comparison.
Main Display
Although the gradient of the parameter edited now is displayed on the middle row, when two or more layers
are blended, a display can be changed in order to turn an edit easy to do.
"Full": Blend and display all the gradient layers.
"Layer Only": It is displayed in the status excluding the surface of the base from "Full"
"Select Layer Only": Display only one layer chosen now.
Key Area
The key of the selection layer is displayed on the bottom row, and an edit of the position of a key can be
performed by dragging the handle of a key.
Moreover, the key list in a layer can display and choose from a popup.
Gradient Key
The key of gradient can be chosen by clicking a triangular handle, and can be moved by a mouse drag.
However, when the envelope is assigned as the key position, the square handle of a key upper portion can
serve as the "E" notation, and it cannot be made to move.
A key can be deleted by clicking the square handle of a key upper portion.
Any positions of the preview area middle are clicked to add a key.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-1_en.htm#ac41[04/05/2011 12:01:58]
manual
This area does a display of a parameter with a detailed key chosen in the key area, and an edit.
Position
Usually, although it is 0% to 100% of span, it becomes -100% to 100% of a span at the time of a negative shade
using.
The boundary of a color becomes fuzzy and atmosphere like hand painting can be taken out with applying a
texture to a position.
Color / Transparency
The color of a key position is set up.
It becomes a specification of transparency when transparency is chosen with the parameter tab.
When a texture is applied to a color, a texture becomes effective only in the span of the key.
Alpha
The alpha blending of a key is set up.
By performing it to less than 100%, a lower layer is transparent and it comes to be visible.
Smoothing
The interpolation mode of the colour to the next key is chosen.
"Linear": It is interpolated so that a color may be connected smoothly.
"Step": The color of the current key continues to the key position of the following.
Setup Tab
A "Setup" tab is a special tab which does display setting of a plug-in.
Transparent BG 1 , 2
This color is customizable, although a check pattern is transparent and the translucency section of a layer is
visible.
Ambient
This checkbox changes the enable of an ambient light, and an disable.
Filter List
The list of the current filter setting is displayed.
When one does not have filter setting, all the lights become enable.
When there are two or more filters, it is applied in an order from a top.
It is possible to replace order by dragging a list item.
Moreover, a filter can be temporarily repealed with the check beside a filter setups.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-1_en.htm#ac41[04/05/2011 12:01:58]
manual
Matching string
The string which wants to filter a matching string light name is inputted.
The light list in the current scene can be chosen from a right popup button.
Moreover, when "*" and "?" is used by a matching string, it has a special function.
As for "?", any one character corresponds, and, as for "*", two or more characters of any correspond.
Matching type
It is chosen whether it filters to the light which did not match whether it would filter to the light which
matched the matching string.
Filter type
It is chosen whether it is excluded whether the light used as the target for filtering is included.
Add
The filter parameter inputted is added to a list.
Update
It updates by setting which has inputted the parameter chosen by a filter list.
Delete
The parameter chosen by a filter list is deleted.
In CelPainter, gradient, a surface color, and a light color can be handled as a layer, and, as it were, it can compose like 2D paint
software.
Setting of each layer, the order of a layer, etc. can be edited by a layer edit panel.
Layer
The current layer list is displayed by a thumbnail.
A layer is stacked up sequentially from the bottom like the texture of Lightwave, and a final color is decided.
A list item is dragged directly to replace the order of a layer.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-1_en.htm#ac41[04/05/2011 12:01:58]
manual
The check at the left end of a layer list is turned OFF to repeal without deleting a layer.
Moreover, special layers other than gradient can choose type from a right end pop-up button.
Add
A new layer is added to a list.
"Gradient" adds the gradient which does standard cel shading.
"Surface" is a layer which refers to the data on the surface parameter by the side of Lightwave, and there
are the following types.
[Color]
The color of the surface in the time of a processing of CelPainter being done is got.
This color also has a case of the color after it was the color of the surface parameter itself or other shader
and a node changed.
[Raw Color]
Unlike [Color], color setting of a surface parameter is got purely.
[Diffuse Shade]
In Lightwave [9], the renderer was improved and setting of the color was attained for every members, such
as a diffusion and a reflection.
The diffusion shading color is got in Diffuse Shade.
As main uses, the color set as DiffuseShading by the node can be used.
[Specular Shade]
A specular color is got like Diffuse Shade.
"Light" is a layer which refers to light-related data, and there are the following types.
[Color]
The usual light color is got.
[Normalize Color]
The light color processed into cel shading is got.
[Radiosity]
The color of a radiosity is got.
Copy
The chosen layer is duplicated.
Delete
The chosen layer is deleted.
Key Limit
When an envelope and a texture are set as the key position of a gradient layer, depending on a result, the
key may cross the position of the next key.
The spatial relationship of the key in that case can be limitation.
"None" does not limit, but even if the position of a key interchanges, it is processed as it is.
"Lower" receives a limitation so that the position of the key in a left side may not be exceeded.
"Upper" receives a limitation so that the position of the key in a right side may not be exceeded.
Texture
The coordinate system of the texture applied to the key of the gradient layer is set up.
"2D" pastes a texture on a planar.
"3D" becomes the same operation as the texture of the standard of Lightwave.
"PaintMap" is a special mode in which a texture coordinate is calculated from normal, and the image of the
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-1_en.htm#ac41[04/05/2011 12:01:58]
manual
hand-drawn style can be easily created by using the texture describing the shading image of the ball.
Input (LW9)
The input source of gradient is set up.
"Standerd Shade" considers a diffusion shading value as an input like general cel shader.
"Negative Shade" performs work equivalent to the checkbox which suited the main panel of the unReal for
LW8.
"LW Shade" considers the luminance of the shading color extended by Lightwave [9] as an input.
Layer blend
The operation mode of overlapping by a lower layer and transparency can be set up.
Preset area
The created gradient layer can be registered into preset shelf in this area.
Preset
The preset shelf for gradient is opened.
Name
The name of the gradient to register can be inputted.
Comment
The comment of the gradient to register can be inputted.
Add
The gradient layer chosen by a layer list is added to a preset shelf by the name and comment into which it
is inputted.
Conversely, the gradient thumbnail of a preset shelf is double-clicked in the status that the layer list to take
in is displayed to take in the layer of preset shelf.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-1_en.htm#ac41[04/05/2011 12:01:58]
manual
It can set up by the Color Picker panel, comparing the color of gradient each key with the color and luminance of neighboring
keys.
Moreover, the created color can be managed by a palette and an input/output of Swatch (extension .aco) of Photoshop is also
possible for a palette.
<、> button
A select key is changed.
When a color is under creation, keep in mind that the color will be overwritten by the colour area if a key is
chosen.
Update
It is set as the color of the key which is having the color of a colour area chosen.
Color slider
A color is set up in a HSV format.
It is also possible to drag a triangular handle directly and to set it up in addition to a slider.
In this area, two colors are mixed, gradation is created and a new color can be created from there.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-1_en.htm#ac41[04/05/2011 12:01:58]
manual
Color Sample
The created color can be registered and managed in this area.
The name of the selected color is displayed on the text area of the palette lower part.
New button
A click of a document button will add a gradation selection color to a color sample.
Delete button
A click of a trashcan button will delete the selection color of a color sample.
Save
The current color sample palette is saved at a file.
The extension of a file is .aco and this has the Swatch file and compatibility of Photoshop.
Reading as it is by Photoshop is also possible.
Moreover, at the time of the close of Lightwave, setting of the color sample palette in the time is saved as
unreal2.aco at a folder with a unReal plug-in, and is automatically read into a start next time.
Load
A color sample file can be read.
Although the Swatch file created by Photoshop can also be read, the color mode supported is only a thing
of RGB and HSB, and when the other CYMK, Lab, etc. read, they are displayed on a color sample palette as x.
However, since it keeps, a data original inside can be correctly read, when saving as it is and it reads by
Photoshop again.
Main panel
CP Instance shader is a plug-in which works as an instance of CelPainter set as other surfaces in a scene.
Since the modification will be influenced also in CP Instance if CelPainter setting of a reference place is edited, it is effective to
apply the same CelPainter setting as a lot of surfaces.
Object
The object of a reference place is specified by a filename.
The object in the current scene can also be chosen from a popup.
Surface
A reference surface name is specified.
The list of the surfaces contained in a reference object can be displayed and chosen from a popup.
∧ Top ∧
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-1_en.htm#ac41[04/05/2011 12:01:58]
manual
1. Overview
A toonline system plug-in draws the line of an anime tone on the outline of an object, the border of a surface, etc., and component
two or more plug-ins, such as shader and a pixel filter.
In unReal, the outline detection of 2D base is done, data are collected by shader at the time of the rendering of Lightwave, a buffer
is generated inside, and it has become the mechanism of processing the buffer with a pixelfilter and drawing an outline.
Therefore, even if the number of objects and the number of polygons of a scene increase, the consumption memory by the side of
unReal and a processing speed do not change so much, but if a rendering resolution goes up, a consumption memory and a
processing speed will be affected.
2.EdgeTracer Shader
Main panel
Buffer tab
It is a tab into which the settings to the buffer for an outline detection is edited.
Group ID
Any ID are set up to a surface.
This ID is used in order to be used as a specification for applying setting of ToonTracer or to specify the surface
pierced by SurfacePiercing.
The span of 0 to 99 can be specified as a value, and the same user ID may be used by two or more surfaces.
Surface Normal
The type of normal written in the internal buffer for unReal is specified.
"Smooth": Use the normal according to smoothing setting of the surface.
"Flat": Use the polygon normal which is not interpolated regardless of surface setting.
"Smooth+Bump": Output normal also including unevenness of a bump mapping. In this setting, it becomes
possible to draw a line on the edge of a bump mapping.
Transparency Limit
Since unReal detects an outline by processing of 2D base, it cannot perform an exact processing in the case
where two or more surface data are mixed with one pixels by which a rendering is performed, such as a
transparent surface and a surface in which other objects are reflected.
A Transparency limit sets up the value which closes an outline drawing by the falloff in transparency, when the
lei penetrates two or more surfaces.
Reflection Limit
The limiting value of the pixel data acquisition to a Reflection is set up like a Transparency limit.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
Custom Buffer 1 to 4
Although basic outline detections, such as a border of objects and a border of surfaces, are supported as
standard in ToonTracer,A value is set as this Custom buffer to add a transition to parameters, such as a case
where he wants to make an outline detected on any requirements, and thickness of an outline, and a more
complicated expression is enabled by using it in the buffer value border and gradient input of ToonTracer.
Although a texture can also be used for a Custom buffer, the input parameter of the gradient texture is
extended from the standard thing for Lightwave.
A support of a spreadsheet
Although this shader also has the same role as EdgeTracer, a buffer value can be more freely controlled using the node editor carried
from Lightwave [9].
4. ToonTracer Pixelfilter
Main panel
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
ToonTracer is a plug-in which takes charge of a drawing of a line, detects the section which serves as an outline and a boundary line
from the buffer created by EdgeTracer at the time of a rendering, and draws a line using a brush.
Layer
The list of the current layers is displayed.
A layer to edit into by clicking a list can be selected.
A layer can be temporarily repealed with the check on the left-hand side of a list.
The topic of a list is left-dragged to replace the order of a layer.
A layer is drawn in layers sequentially from the bottom of a list like a texture.
Add Layer
A new layer is created.
Delete Layer
The layer selected by a list is deleted.
Copy Layer
The layer selected by a list is duplicated.
Group
It is specified by a GroupID to which surface drawing setting of the selected layer is applied, or whether it
excludes.
If a check is attached to a left column, it will become a target for a drawing.
If a check is attached to a right column, it will become a target for an exclusion.
It is ignored when a check is attached to neither.
Object Link
Limitation so that only the GroupID set as the surface of an object by specifying an object file name may be
applicable from the input to a text area, or a popup.
When you want to use layer setting which is different by the object A which this is a useful function when
handling a lot of objects, and has a surface of 10, for example, and Object B,At Object A, even GroupIDs 1 to 10
are used and mandatory of using 11 to 20 becomes unnecessary by Object B.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
Moreover, although it is the difference in the attitude of an outline with the case where the target for an
exclusion is used, between the surfaces of ID specified as the target for an exclusion, a line is correctly drawn in
consideration of a relationship before and after a surface with limitation by an object linking to a line not being
drawn by any means.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
Surface List
A surface list panel is opened and closed.
Details here
Option
An option setups area is opened and closed.
Details here
Layer Name
It is a name displayed on a layer list.
It can be used to the half-width alphanumerical of 80 characters.
Type
The form of a brush is selected.
"Circle": circle.
"Square": Square
"Image": Any images can be used from a right popup.
Brush AA
Except standard antialiasing setting, antialiasing by oversampling is applied to the brush pattern itself at a
generate time.
It is effective, when having set the degree of rotation angle as a brush, or especially when having opened the
drawing space character greatly.
Paint Mode
If this check is validated, it will become a mode which smears away not a line but the specified surface of a
GroupID.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
Color
It is a color of a brush.
Size
The size of a brush is set up by a pixel measure.
Softness
It becomes so thin that the gray level of a brush will go outside if a value is enlarged.
Stretch
If a value is enlarged, a brush will be shrunk by a lengthwise direction.
Rotate
An angle is applied to a brush.
Opacity
The opacity of a brush is set up.
Pivot X
Pivot Y
The center of a brush is shifted at the percentage to a brush size.
At 100%, it shifts by one brush and is drawn.
Space
The drawing space of a line is set up.
However, if it uses together with antialiasing of a camera, it will not be drawn normally.
Distance Control
A brush size can be changed according to distance using a gradient texture.
Bold Line
If this check is validated, a thin line will be drawn thickly a little.
Edge Overwrite
When drawing a line with two or more layers, a line is not overwritten at the section by which the line was
usually already drawn with the front layer.
If this check is validated, that layer will be overwritten also in the section by which the line is already drawn.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
Depth Check
Usually, the pixel does not take a detection processing of a line into consideration to which is in a foreground
within 3D scene in order to check the pixel which adjoins each other toward a lower-right from a upper left.
However, the right result is not obtained unless it gives priority to the data on the pixel in a foreground, when
the control using pixel data is done in the independent brush and brush parameter which were set as the
surface using a texture.
It is set up whether a depth check checks a relationship around the pixel, and does an outline detection.
However, shakiness happens on the line of the section which has caved in by which the polygon intersects that
a processing time increases a little when a depth check is validated.
"Auto Detect": Confirm whether the texture is used for the brush parameter and set up ON and OFF
automatically.
"Always OFF","Always ON" : setting is fixed regardless of brush parameter.
"Attribute Only": it is a special mode and is a mode which validates a depth check, suppressing the shakiness of
a line which occurs in the transposition section of the above-mentioned polygons.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
Object Border
A line is drawn into the border sections of an object and a background, and a different border section of
objects.
Surface Border
A line is drawn into the border section of a different surface.
The surface name of the same name in a different object is also handled as another surface.
Group Border
A line is drawn into the border section with a different GroupID of a surface.
Depth Border
The depth of an adjacent pixel is measured and a line is drawn into a section with the difference more than
fixed.
Depth Threshold
When the depth is separated greater than the specified distance, it is the drawing target of a line.
Check Border
The requirements which check a depth border are selected.
"Polygon Border" checks only in the border section of a polygon.
"Polygon Set" checks only in a section only by the section from which the Polygonset in which a
polygon belongs differs.
"CustomBuffer 1 to 4" checks only in the section in which the difference greater than the value of
a check threshold has a value of the specified Custom buffer.
"Zero Crossing" calculates the amount of transitions of a depth with an neighborhood pixel, and
checks only in the intense section of a transition.
"Cluster Group 0 to 3" checks only in the section from which the cluster name of the specified
cluster group differs.
Check Threshold
It is a finding threshold used when a "Custom Buffer" is specified on a check border.
Group Outline
A line is drawn for the group which drew effectively for the outline as one cluster.
Draw Side
"Doubleside": Draw the normal line.
"Inside": Draw a brush pattern only inside from a drawing border section.
"Outside": Draw a brush pattern only outside from a drawing border section.
Cluster Border
A line is drawn on the border of a section where the cluster names of the cluster set up by the modeler differ.
However, a line does not draw in the border of the polygon under a cluster, and the polygon which does not
belong to a cluster.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
Cluster Group
The cluster group used as the target for a check is specified.
A cluster border checks the clusters of the same group.
Normal Creases
The angle of the normal of an adjacent pixel is checked and a line is drawn into the section which is an acute
angle from the threshold.
Evaluate Unit
"Per Polygon" checks only in the border section of polygons.
"Per Pixel" checks by the pixels after a rendering.
Therefore, although a processing becomes slow, it can draw a line also to unevenness of a bump
map.
Convex
A border section sets up the threshold of the section which is a mountain fold.
Hollow
A border section sets up the threshold of the section which is a valley fold.
Since it will be the drawing target of a line unconditionally if it is set as 180 degrees, a wireframe
can be drawn, if a validation unit of measure is performed per polygon and a threshold is
performed into 180 degrees also with a mountain and a valley.
Buffer Border
A line is drawn using the value of a Custom Buffer.
Evaluate Unit
"Per Polygon" checks only in the border section of polygons.
"Per Pixel" checks by the pixels after a rendering.
Input Buffer
The Custom Buffer used for the check of a value is selected.
Buffer Invert
It is used inverting the value of a Custom Buffer.
Check Value
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
"Neighbor Difference": Compare the adjacent absolute value and threshold of a difference of
pixels.
"Pixel Value": Use the buffer value of a pixel for comparison as it is.
Border Threshold
A line is drawn when a check value becomes more than this threshold.
Enable VIPER
ToonTracer setting can be previewed using VIPER.
For enabling VIPER, it is necessary to enable VIPER by the side of this checkbox and a layout, and it is necessary to do
a rendering once.
Update
Since VIPER of ToonTracer is not automatically updated like a surface, it needs to change setting, and needs to push
the button of cod roe, or needs to press F5 key, and needs to update VIPER.
BG Color
The color of sections other than a line can be by force changed in this popup to perform the rendering only of the
line and check it.
"Render Image": Overlapping a line on top of the normal rendering image.
"Surface Color": Use the setups color of the surface which has not taken shading.
"Defined Color": Any colors can be specified by a right color slider.
Line Output
In this popup, painting and a line are outputted separately and the outputted place of a line can be changed for
composing later etc.
"Render Image": Output to the normal rendering image.
"TGA File": Output the image of a line to a TGA file and don't output to the normal rendering image.
"Both": Output a line also to a rendering image and output also to a TGA file simultaneously.
The print place of a TGA file can be set up in the text area under a popup.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
Color
The mode at the time of outputting a line to a TGA file is set up.
"Alpha Only": Output only the Alpha data on a line as an 8bit gray-scale.
"RGBA": Output as 32bitTGA of the color of a line, and Alpha data.
When composing the line outputted by "RGBA", it can compose correctly to antialiasing of a line by clipping a RGB
image by an alpha channel.
File button
The File-menu panel which outputs and inputs setting of ToonTracer is opened.
Details here
Buffer Segment
The internal buffer of unReal is divided in the shape of a tile, and is managed, and the tile in which an object does
not exist is stopping the consumption memory by not creating.
The splitting mode of a tile can be specified in this popup.
"Auto": Decide a number of partitions with a suitable value according to the rendering resolution of a camera.
"Custom": A user can set up arbitrarily using a slider.
Render Buffer X , Y
ToonLine Buffer X , Y
The number of partitions of the tile at the time of setting a buffer splitting to "Custom" can be specified.
A render buffer is a buffer holding the data on the scene seen from cameras, such as surface ID.
A cell edge buffer is a buffer holding the line drawing image for one layer of ToonTracer.
Custom Buffer 1 to 4
In this popup, the size per pixel of a Custom Buffer is set up.
"1Byte": As for a Custom Buffer, the 1-pixel value of 1 byte, and 0 to 255 gets to enter.
"4Byte": A consumption memory becomes 4 fold although the Custom Buffer can put in now floating decimal 1-
pixel the value of 4 bytes.
About tab
In this tab, the version of a unReal and the version of Support Lightwave are displayed.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
Export tab
The current ToonTracer setting is outputted to a external file (an extension is .TT3).
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
"Arbitary folders"
The file of Global.TT3 and each object name is outputted to the folder specified in the dialog.
Target Select
The layer list of the current ToonTracer or the object file list in a scene is displayed.
The target outputted by attaching a check can be selected.
Execute
An export is executed.
Import tab
Setting is read from an external file.
Target Select
When "Import Select ObjectLink" is specified by the import mode selection button, the Read location of tt3 file
to each object is selected.
"The same folder as LWO"
A Read is tried from the folder in which each LWO file exists.
Even when this mode is selected, a folder selection dialog is displayed first, but this specifies the location of
Global.TT3.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
"Arbitrary folders"
The file of Global.TT3 and each object name is read from the folder specified in the dialog.
Target Select
The Object file list in the current scene is displayed.
The target read by attaching a check can be selected.
Execute
An import is executed.
The list of surface names with arbitrary GroupID is displayed as this panel.
It can work checking a surface and a GroupID at the time of setting of ToonTracer and SurfacePiercing.
5. RenderAssist Pixelfilter
When segmenting memory setting of a rendering is lessened at the time of a ToonTracer using and a splitting rendering is done, a
line level at the joint of the divided section will be drawn.
In this case, an issue is avoidable by setting RenderAssist to the plug-in slot above ToonTracer.
There is no setups panel in RenderAssist and it is only that you may set to a plug-in slot.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
∧ Top ∧
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-2_en.htm#ac42[04/05/2011 12:03:32]
manual
1. Overview
A node system plug-in is a plug-in which can be used by the node system newly added by Lightwave [9], and is
implemented only in unReal for LW9.
2.unReal BufferNode
Node
Main panel
BufferNode is a node which gets the buffer value for the outline detection which unReal creates inside at the time of
a rendering.
This node can be used only by the node editor of brush setting of ToonTracer, and outline detection setting.
Input
X (NodeInput)
Y (NodeInput)
The coordinate which gets a value is specified.
Value ranges are -1.0 to 1.0 and 0.0 becomes a center of a rendering image.
Offset X (Panel)
Offset Y (Panel)
The coordinate which gets a value is specified by the relative pixel coordinate centering on the current
processing position.
Output
X
Y
It is the coordinate determined by a node input etc.
A value range is set to -1.0 to 1.0.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-3_en.htm#ac43[04/05/2011 12:04:38]
manual
Group ID
It is a GroupID.
It becomes a integer of 0 to 99.
Normal
It is the normal of the point seen from the camera.
Depth
It is a depth.
1.0 becomes 1m.
Custom1
Custom2
Custom3
Custom4
It is the CustomBuffer value set up by EdgeTracer.
∧ Top ∧
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-3_en.htm#ac43[04/05/2011 12:04:38]
manual
1. Overview
This section explains the plug-in used for a special NPR expression, and the tool of a support system.
2.SurfacePiercing Shader
Main panel
SurfacePiercing enables an expression of the eyebrows which are not hidden in the forelock used by expression of an
anime.
In order to use this function, EdgeTracer shader or EdgeTracerNode shader is set to the surface which wants to draw
to foreground, such as eyebrows, as a pre-setup, and any GroupID are set up.
For example, by the aforesaid image, the GroupID of EdgeTracer set to the surface of eyebrows and eyes is set as 2,
and 2 is specified as the target for a drawing of SurfacePiercing set to the hair.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-4_en.htm#ac44[04/05/2011 12:05:06]
manual
Draw Target
The GroupID of a surface to display to the front can be specified.
When there is a surface which had a GroupID of a target behind this surface, that surface is drawn to the front.
Opacity
It is possible to blend an original surface color and the color of the surface which wants to draw to a
foreground.
Surface List
unReal group surface panel is displayed.
Details here
3. ShaderManager
Main panel
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-4_en.htm#ac44[04/05/2011 12:05:06]
manual
ShaderManager is a layout generic plug-in which does the copy of an addition, a remove, and setting for unReal
shader to two or more surfaces at once.
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-4_en.htm#ac44[04/05/2011 12:05:06]
manual
Plugin Type
The shader plug-in which wants to process is chosen.
Source Surface
In a "Copy Shader Setting" tab, it is displayed.
The surface which becomes the source of a copy is chosen.
The list of the surfaces to which the plug-in chosen by the "Plugin Type" is set is displayed on a popup.
Target Surface
All the surfaces in the current scene are displayed.
The surface is made to the target of a batch processing by attaching a check to a surface name.
Moreover, a circle is displayed on the surface to which the shader chosen by the "Plugin Type" is already set
beside a name.
Surfaces which cannot be chosen, such as a surface to which it is an add mode and shader is already set, and a
surface to which shader is not set by a remove mode, are displayed in thin gray.
Check button
A check and check release can do all the surfaces.
Execute
A processing is executed.
*In a less than LW9.2 version, "Remove Shader" does not operate by the issue by the side of LW.
4. MakeCluster
Main panel
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-4_en.htm#ac44[04/05/2011 12:05:06]
manual
It is a modeler plug-in for creating and deleting the cluster (polygon set) used on the cluster border of ToonTracer.
Although basic usage is the same as a creation of the standard Polygonset for Lightwave, the cluster of unRreal can
create a group to four.
This should think that it has four independent polygon sets.
A group is selected from a "Cluster Group" popup to add to a cluster, and any cluster names are inputted into
a "Name".
In a popup, the cluster name which already exists in the selection group of the object of a primary layer can be
selected from a list.
If a name is set to a group and an OK button is pushed, it can add to a cluster.
Only a cluster group is set up, and if a name is emptied and an OK button is pushed, a selection polygon will be
removed from the group.
5. SelectCluster
Main panel
It is a modeler plug-in which can select a polygon from the unReal cluster created by MakeCluster.
Cluster Group
A cluster group to perform into the target of a polygon selection is selected.
Name
In this popup, the list of the cluster names under the group selected in the "Cluster Group" popup can be
selected.
If a cluster name is selected here and an OK button is pushed, the polygon under the cluster will be selected.
Moreover, all the polygons that have a cluster name in the group which selected the name when pushing the
OK button with (none) are selected.
∧ Top ∧
http://d-creation.sakura.ne.jp/plugin/unreal2/htm/4-4_en.htm#ac44[04/05/2011 12:05:06]