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| <h1><img src = ".\img\fx_iwa_pn_perspective.png" width = 30 height = 30 > PN PerspectiveFx Iwa</h1> |
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| <h4>● Overview</h4> |
| This effect generates a deep Perlin noise pattern on a horizontal plane.<br> |
| In addition to the normal noise pattern, there is a mode for outputting as an offset reference image<br> |
| for the WarpHVIno effect, and a mode for outputting the Fresnel reflection intensity of the water surface<br> |
| as seen from the camera, when the noise pattern is the water surface wave height. |
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| <h4>● Parameters</h4> |
| <UL> |
| <LI><b>Mode</b> : Specify drawing mode. There is a choice of the 4 following modes:</LI> |
| <UL> |
| <LI><I>Noise</I> : Draws a Perlin noise pattern. The noise value is calculated for each sampling<br> |
| point obtained by dividing 1 pixel into 100.</LI> |
| <LI><I>Noise (no resampled)</I> : Draws a Perlin noise pattern. Subpixel processing is not performed<br> |
| and results are obtained at high speed, but the noise pattern near the horizon is irregular.</LI> |
| <LI><I>Warp HV offset</I> : When the noise pattern is set to the level of the water surface, the red<br> |
| or green channel is drawn to show how much the light reflected by the water surface is in the<br> |
| horizontal or vertical direction.<br> |
| By connecting to the WarpHVIno effect's "Hori" and "Vert" ports, you can reproduce the distortion of<br> |
| the reflected water surface. You can adjust the shade of the pattern with the "Wave Height" parameter<br> |
| described below.<br> |
| *Since the WarpHVIno effect port refers by default to the Red channel for both "Hori" and "Vert", channel<br> |
| conversion is required on the "Vert" port side, using Channel Selector effect.</LI> |
| <LI><I>Fresnel reflectivity</I> : When the noise pattern is high or low on the water surface, the Fresnel<br> |
| reflection intensity of the water surface as seen from the camera is output in shades. The reflected<br> |
| intensity at the bottom of the camera frame is normalized and displayed as 0 brightness. You can adjust<br> |
| the shade of the pattern with the "Wave Height" parameter described below.</LI> |
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| </UL> |
| <LI><b>Size</b> : Specify the size of the main random pattern.</LI> |
| <LI><b>Evolution</b> : Specify the expansion of the main random pattern.</LI> |
| <LI><b>Octaves</b> : Specify how many levels of random pattern to synthesize.</LI> |
| <LI><b>Offset</b> : Specify the offset position of the first random pattern.<br> |
| The right direction of the camera is positive on the X axis, and the back direction of the camera is positive on<br> |
| the Y axis.</LI> |
| <LI><b>p_Intensity</b> : Specify the pattern intensity ratio, between the current generation and the next<br> |
| generation.</LI> |
| <LI><b>p_Size</b> : OSpecify the pattern size ratio, between the current generation and the next generation.</LI> |
| <LI><b>p_Evolution</b> : Specify the ratio of the pattern evolution period, between the current generation and the next<br> |
| generation.</LI> |
| <LI><b>p_Offset</b> : Specify the pattern offset ratio, between the current generation and the next generation.</LI> |
| <LI><b>Fov</b> : Specify the vertical angle of view of the camera in degrees.<br> |
| When the angle of view is large, the perspective is emphasized (wide angle), and when the angle of view is<br> |
| small, the perspective is compressed (telephoto).</LI> |
| <LI><b>Eye Level</b> : Specify the vanishing point (Horizon line) position of the camera.</LI> |
| <LI><b>Alpha Rendering</b> : Specifies whether the noise intensity value is also stored in the Alpha channel.</LI> |
| <LI><b>Wave Height</b> : When the noise pattern is the height of the water surface, specify the difference in wave<br> |
| height between the maximum and minimum noise positions.<br> |
| Valid only for "Warp HV offset" and "Fresnel reflectivity" modes.</LI> |
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