Glass: Difference between revisions
Appearance
Created page with "thumb|The glasses of the face, highlighted in blue. In Mii rendering, the glasses are part of the face. The '''glass model''' is a quad model placed in front of the mask, and a texture is projected onto it. The '''glass texture''' is made up of one lens, which is flipped in rendering for each side. == Texture == File:Glasstex.png|alt=one glasses lens|none|thumb|201x201px|The Glass texture. Only the left side is needed before rende..." |
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[[File:Mii glasses.png|thumb|The glasses of the face, highlighted in blue.]] | [[File:Mii glasses.png|thumb|The glasses of the face, highlighted in blue.]] | ||
In [[Mii rendering]], the glasses are part of the [[face]]. The '''glass model''' is a quad model placed in front of the [[mask]], and a texture is projected onto it. The '''glass texture''' is made up of one lens, which is flipped in rendering for each side. | In [[Mii rendering]], the glasses are part of the [[face]]. The '''glass model''' is a quad model placed in front of the [[mask]], and a texture is projected onto it. The '''glass texture''' is made up of one lens, which is flipped in rendering for each side. | ||
== Texture == | == Texture == | ||
[[File:Glasstex.png|alt=one glasses lens | The texture contains RG color channels and is [[Color Modulation|modulated]] with the [[Color Modulation#Luminance Alpha|''Luminance Alpha'']] strategy. In modulation, ''ColorR'' is determined by the eye_color field. In [[Cafe Face Library|FFL]], this is a x, and in [[nn::mii]], this is a [[Common Color Table|Common Color]]. | ||
[[File:Gputrace glass nomodulation.png|left|thumb|200x200px|The Glass texture before modulation.]] | |||
[[File:Glasstex.png|alt=one glasses lens|thumb|200x200px|The Glass texture. Only the left side is needed before rendering.]] | |||
{{Render-Navbox}} | {{Render-Navbox}} | ||
[[Category:Face part]] | [[Category:Face part]] | ||
Revision as of 08:42, 24 September 2025

In Mii rendering, the glasses are part of the face. The glass model is a quad model placed in front of the mask, and a texture is projected onto it. The glass texture is made up of one lens, which is flipped in rendering for each side.
Texture
The texture contains RG color channels and is modulated with the Luminance Alpha strategy. In modulation, ColorR is determined by the eye_color field. In FFL, this is a x, and in nn::mii, this is a Common Color.

