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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D: Controlling appearance<br />

For example, if the ambientColor for the 3D member is rgb(64, 64, 192) and the shadowStrength for the shader is 2.5,<br />

the shadow color will be rgb(40, 40, 80). Values for red, green and blue will be pinned to 255. If the ambientColor is<br />

rgb(1, 2, 4) and the shadowStrength is 512.0, then the color of the shadow area will be rgb(128, 255, 255). The color of<br />

the bright area depends on three values:<br />

The color of the highest priority non-ambient light (see “Shader types” on page 35 for details)<br />

The diffuse color of the Painter shader<br />

The highlightStrength of the Painter shader<br />

The color is calculated according to the following equation, with individual red, green and blue values pinned at 255:<br />

brightColor = (light.color AND shader.diffuse) *<br />

shader.highlightStrength<br />

Toon<br />

A toon-style shader reacts to the value of five properties:<br />

shadowPercentage<br />

highlightPercentage<br />

shadowStrength<br />

highlightStrength<br />

diffuse<br />

The sum of shadowPercentage and highlightPercentage may be less than 100. Unless both values are equal to 50, the<br />

shader produces 3 bands of color:<br />

A bright area with the color (light.color AND shader.diffuse) * shader.highlightStrength<br />

A middle area with the color a3DMember.ambientColor / 4<br />

A shadow area with the color a3DMember.ambientColor / 4 * shader.shadowStrength<br />

If shadowStrength is at its default value of 1.0, then the last two areas will have the same color. If shadowStrength is<br />

less than 1.0, the third area appears as a darker hue. If you decide to make shadowStrength greater than 1.0, the areas<br />

where the shading is supposed to be the darkest appears brighter than the mid zone, which is probably not desirable.<br />

Gradient<br />

A Painter shader with a style of #gradient reacts to four properties:<br />

shadowStrength<br />

highlightStrength<br />

diffuse<br />

colorSteps<br />

Any faces that are facing away from the highest priority light takes on the shadow color, as described above. All other<br />

faces are assigned to one of the color steps depending on how much directional light falls on the face. The brightest<br />

faces are colored with the highlight color, as described above. The intermediate faces receive a blend of the highlight<br />

and the shadow color, proportional to their exposition to the directional light. The result is a series of bands of color,<br />

with a gradient from the highlight color to the shadow color.<br />

Engraver shaders<br />

To explore the properties of the Engraver shader, download and launch the movie ShaderTypes.dir.<br />

Last updated 8/26/2011<br />

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