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使用Impostors Creator生成Impostors

Impostors Creator tool is used to create impostors that are rendered instead of real objects at large distances. Impostors are usually used to optimize performance if you use mesh clutters: at a certain distance from the camera, they are rendered instead of the real geometry.Impostors Creator工具用于创建伪造的冒名顶替者,而不是远距离的真实对象。如果使用网格杂波,通常会使用伪装者来优化性能:在距相机一定距离的情况下,伪装者会被渲染,而不是真实的几何体。

Impostors Creator ToolImpostors创作者工具
注意
To open the Impostors Creator tool, choose Tools -> Impostors Creator in the Menu Bar.要打开Impostors Creator工具,请在菜单栏中选择Tools -> Impostors Creator

The Impostors Creator tool allows generating impostors for a single object or for objects baked into a mesh clutter:Impostors Creator工具可以为单个物体或烤成网状杂物的物体生成冒名顶替者:

The tool also provides special settings for generating impostors for vegetation. Impostor textures generated for vegetation ensure that when rotating a camera around any tree, its trunk will exactly match its geometry original regardless of the tree shape complexity.该工具还提供了用于生成植被冒名者的特殊设置。为植被生成的伪造者纹理可确保在围绕任何树木旋转摄像机时,其树干将完全匹配其原始几何形状,而与树木形状的复杂程度无关。

See Also也可以看看#

Impostors Creator SettingsImpostors Creator设置#

The Impostors Creator tool has the settings described below.Impostors Creator工具具有以下描述的设置。

Textures贴图#

The tool allows generating the following textures for impostors:该工具允许为冒名顶替者生成以下纹理:

Final Image Specifies if the final image (the model as it is) should be generated for the impostor. Here you can also specify a postfix for the image name (_final by default).指定是否应为冒名顶替者生成最终图像(原样)。在这里,您还可以为图像名称指定后缀(默认为_final)。
Albedo Specifies if the albedo texture should be generated for the impostor. Here you can also specify a postfix for the texture name (_alb by default). For this texture, the following modes are also available:
  • With SSAO — when chosen, the albedo color is multiplied by the SSAO coefficient. It allows you to improve the relief effect of the impostor.With SSAO — when chosen, the albedo color is multiplied by the SSAO coefficient. It allows you to improve the relief effect of the impostor.
  • Without SSAO — the albedo color from the albedo buffer is saved to the texture. If the option is set, the generated impostors will be lighter.Without SSAO — the albedo color from the albedo buffer is saved to the texture. If the option is set, the generated impostors will be lighter.
With SSAO — when chosen, the albedo color is multiplied by the SSAO coefficient. It allows you to improve the relief effect of the impostor.Without SSAO — the albedo color from the albedo buffer is saved to the texture. If the option is set, the generated impostors will be lighter.
指定是否应为冒充者生成反照率纹理。在这里,您还可以为纹理名称指定后缀(默认为_alb)。对于此纹理,还可以使用以下模式:
  • With SSAO — when chosen, the albedo color is multiplied by the SSAO coefficient. It allows you to improve the relief effect of the impostor.With SSAO —选择后,反照率颜色将乘以SSAO系数。它使您可以改善冒名顶替者的救济效果。
  • Without SSAO — the albedo color from the albedo buffer is saved to the texture. If the option is set, the generated impostors will be lighter.Without SSAO —来自反照率缓冲区的反照率颜色被保存到纹理中。如果设置了该选项,则生成的冒名顶替者将更轻。
Normal Specifies if the normal texture should be generated for the impostor. Here you can also specify a postfix for the texture name (_n by default). For this texture, the following modes are also available:
  • For Vegetation — when chosen, the grabbed normal texture looks rounded (i.e. it differs from the normal data stored in the normal buffer).For Vegetation — when chosen, the grabbed normal texture looks rounded (i.e. it differs from the normal data stored in the normal buffer).
  • For Other Objects — the normal data from the normal buffer is saved to the texture.For Other Objects — the normal data from the normal buffer is saved to the texture.

The difference between these modes is noticeable when the original vegetation object has translucency properly set up.The difference between these modes is noticeable when the original vegetation object has translucency properly set up.

For Vegetation — when chosen, the grabbed normal texture looks rounded (i.e. it differs from the normal data stored in the normal buffer).For Other Objects — the normal data from the normal buffer is saved to the texture.The difference between these modes is noticeable when the original vegetation object has translucency properly set up.
指定是否应为冒名顶替者生成正常纹理。在这里,您还可以为纹理名称指定后缀(默认为_n)。对于此纹理,还可以使用以下模式:
  • For Vegetation — when chosen, the grabbed normal texture looks rounded (i.e. it differs from the normal data stored in the normal buffer).For Vegetation-选中后,抓取的普通纹理看起来是圆形的(即,它不同于存储在普通缓冲区中的普通数据)。
  • For Other Objects — the normal data from the normal buffer is saved to the texture.For Other Objects-来自普通缓冲区的普通数据保存到纹理。

The difference between these modes is noticeable when the original vegetation object has translucency properly set up.当原始植被对象具有正确设置的半透明性时,这些模式之间的差异就很明显。

Shading Specifies if the shading texture should be generated for the impostor. Here you can also specify a postfix for the texture name (_sh by default).指定是否应为冒名顶替者生成阴影纹理。在这里,您还可以为纹理名称指定后缀(默认为_sh)。
Baked AO Specifies if the ambient occlusion texture should be generated for the impostor. Here you can also specify a postfix for the texture name (_baked_ao by default). If generated, this texture is automatically applied in the material.指定是否应该为冒名顶替者生成环境遮挡纹理。在这里,您还可以为纹理名称指定后缀(默认为_baked_ao)。如果生成该纹理,则该纹理将自动应用到材质中。
SSAO Specifies if the SSAO texture (not ray-traced SSAO) should be generated for the impostor. Here you can also specify a postfix for the texture name (_ao by default). The SSAO texture is automatically applied in the material if there is no baked AO texture.指定是否应该为冒名顶替者生成SSAO纹理(不是射线追踪的SSAO)。在这里,您还可以为纹理名称指定后缀(默认为_ao)。如果没有烘焙的AO纹理,则将SSAO纹理自动应用到材质中。
Translucence Specifies if the translucence texture should be generated for the impostor. Here you can also specify a postfix for the texture name (_t by default). For this texture, the following modes are also available:
  • For Vegetation — when chosen, the grabbed translucence texture stores information on vegetation translucence. It imitates the translucency of a tree crown at the edges.For Vegetation — when chosen, the grabbed translucence texture stores information on vegetation translucence. It imitates the translucency of a tree crown at the edges.
  • For Other Objects — the translucence data from the translucence buffer is saved to the texture.For Other Objects — the translucence data from the translucence buffer is saved to the texture.
For Vegetation — when chosen, the grabbed translucence texture stores information on vegetation translucence. It imitates the translucency of a tree crown at the edges.For Other Objects — the translucence data from the translucence buffer is saved to the texture.
指定是否应为冒名顶替者生成半透明纹理。在这里,您还可以为纹理名称指定后缀(默认为_t)。对于此纹理,还可以使用以下模式:
  • For Vegetation — when chosen, the grabbed translucence texture stores information on vegetation translucence. It imitates the translucency of a tree crown at the edges.For Vegetation —选中时,抓取的半透明纹理存储有关植被半透明的信息。它模仿树冠在边缘的半透明性。
  • For Other Objects — the translucence data from the translucence buffer is saved to the texture.For Other Objects —来自半透明缓冲区的半透明数据被保存到纹理。
Depth Specifies if the depth texture should be generated for the impostor. Here you can also specify a postfix for the image name (_depth by default). For this texture, only .dds format is available.指定是否应为冒名顶替者生成深度纹理。在这里,您还可以为图像名称指定后缀(默认为_depth)。对于此纹理,仅.dds格式可用。
Opacity Lerp Map Specifies if an additional texture should be generated for the impostor. This texture is used for smooth linear interpolation of sprites when the camera rotates around the object avoiding abrupt switching between the sprites. Here you can also specify a postfix for the image name (_opacity by default). For this texture, only .dds format is available.指定是否应为冒名顶替者生成其他纹理。当相机绕对象旋转时,此纹理可用于精灵的平滑线性插值,从而避免在精灵之间进行突然切换。在这里,您还可以为图像名称指定后缀(默认为_opacity)。对于此纹理,仅.dds格式可用。

The following pictures show the difference between impostors, which textures have been baked in different modes:下图显示了伪造者之间的差异,伪造者以不同的方式烘焙了这些纹理:

注意
For the grabbed textures, point filtering is used.对于抓取的纹理,使用点过滤。

For each texture, you can choose the format:对于每种纹理,可以选择格式:

  • .tga
  • .png
  • .dds
  • .psd

All textures are imported with the Unchanged flag disabled. It means that runtimes are created for the generated impostor textures.所有纹理都是在禁用Unchanged标志的情况下导入的。这意味着将为生成的冒名顶替者纹理创建运行时

Settings设定值#

Resolution The size of the grabbed texture.抓取的纹理的大小。
Supersampling The number of samples per pixel used for supersampling. The grabbed image is rendered in higher resolution (N times bigger) and than down-sampled to the specified size. The higher the value, the more reduced aliasing is. You can specify any of the available values for textures of any resolution. For example, for 4K textures you can specify 4x or even 8x supersampling. The option is available even for 8K textures. Available values: 1x, 2x, 4x, 8x. 用于超采样的每个像素的采样数。所抓取的图像以更高的分辨率(大N倍)呈现,并且比下采样到指定的大小。值越高,则别名减少的越多。您可以为任何分辨率的纹理指定任何可用的值。例如,对于4K纹理,您可以指定4x甚至8x超级采样。该选项甚至适用于8K纹理。 可用值:1x, 2x, 4x, 8x
Aspect Aspect ratio (width/height) of the grabbed images. The aspect affects the size of the impostor texture cell that stores the grabbed frame. For example:
  • If you need to grab the impostor for an object which height far exceeds the width (e.g. pine tree, lamp post, etc.), you should use the 4/1 aspect. In this case, the height of the texture cell will be 4 times bigger than the width. For horizontal objects (e.g. fallen pine tree), the 1/4 aspect should be used.If you need to grab the impostor for an object which height far exceeds the width (e.g. pine tree, lamp post, etc.), you should use the 4/1 aspect. In this case, the height of the texture cell will be 4 times bigger than the width. For horizontal objects (e.g. fallen pine tree), the 1/4 aspect should be used.
  • If the original object's width to height aspect is near 1 (e.g. spherical or cuboid-shaped objects), the 1/1 value should be used.If the original object's width to height aspect is near 1 (e.g. spherical or cuboid-shaped objects), the 1/1 value should be used.

Aspect = 4/1
If you need to grab the impostor for an object which height far exceeds the width (e.g. pine tree, lamp post, etc.), you should use the 4/1 aspect. In this case, the height of the texture cell will be 4 times bigger than the width. For horizontal objects (e.g. fallen pine tree), the 1/4 aspect should be used.If the original object's width to height aspect is near 1 (e.g. spherical or cuboid-shaped objects), the 1/1 value should be used.
抓取图像的长宽比(宽度/高度)。外观会影响存储抓取帧的伪造纹理单元的大小。例如:
  • If you need to grab the impostor for an object which height far exceeds the width (e.g. pine tree, lamp post, etc.), you should use the 4/1 aspect. In this case, the height of the texture cell will be 4 times bigger than the width. For horizontal objects (e.g. fallen pine tree), the 1/4 aspect should be used.如果您需要抓住高度超过宽度的物体(例如松树,灯柱等)的冒名顶替者,则应使用4/1宽高比。在这种情况下,纹理单元的高度将比宽度大4倍。对于水平物体(例如倒下的松树),应使用1/4宽高比。
  • If the original object's width to height aspect is near 1 (e.g. spherical or cuboid-shaped objects), the 1/1 value should be used.如果原始对象的宽高比接近1(例如球形或长方体形的对象),则应使用1/1值。

Aspect = 4/1
Phi The number of frames to be grabbed into the impostor texture when the camera rotates horizontally around the object (i.e. left or right). Available values: 4, 8, 16, 32, 64.
Phi = 4
Phi = 8
相机围绕对象水平旋转(即,向左或向右)时,要捕获到冒名顶替者纹理中的帧数。可用值:4, 8, 16, 32, 64。 _ ^
Phi = 4
Phi = 8
Theta The number of frames to be grabbed into the impostor texture when the camera rotates vertically around the object (i.e. upward or downward). Available values: 1, 2, 4, 8, 16.
Theta = 2
Theta = 4
注意
When selected value is equal to 1, Lerp Mode for the impostor material (billboards_impostor_base and grass_impostor_base) shall be set to Horizontal Only.When selected value is equal to 1, Lerp Mode for the impostor material (billboards_impostor_base and grass_impostor_base) shall be set to Horizontal Only.
When selected value is equal to 1, Lerp Mode for the impostor material (billboards_impostor_base and grass_impostor_base) shall be set to Horizontal Only.
当相机围绕对象垂直旋转(即向上或向下)时,要捕获到冒名顶替者纹理中的帧数。可用值:1, 2, 4, 8, 16
Theta = 2
Theta = 4
注意
When selected value is equal to 1, Lerp Mode for the impostor material (billboards_impostor_base and grass_impostor_base) shall be set to Horizontal Only.当所选值等于1时,冒名顶替者材料( billboards_impostor_base grass_impostor_base )的Lerp Mode应设置为Horizontal Only
Padding Texture padding. The recommended value is 256.纹理填充。推荐值为256
最新更新: 2020-11-11