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Assets are the models, textures, sounds and all other "content" files from which you make your game.
资源就是模型,纹理,声音和所有其他"内容",制作游戏所用的文件。
This section describes Components for all asset types. For a general overview of assets, see Assets overview page.
本部分介绍所有资源类型的组件。想要知道资源的一般概述,请参阅资源概览页面。
下面介绍程序材质资源。
Procedural Material Assets are textures that are generated for you at ***n-time. See Procedural Materials in the User Guide for more information. A Procedural Material asset can contain one or more procedural materials. These can be viewed in the Inspector just like regular materials. Note however that often procedural materials have many tweakable parameters. As with Material assets the Inspector shows a preview of the Procedural Material at the bottom of the window.
程序材质是在运行时产生的纹理。在用户手册的 Procedural Materials章节可以查看更多的信息。一个程序材质资源可以包含一个或者多个程序材质。这些材质可以再监视面板中像普通材质一样进行观察。但是请注意,程序材质有很多可以调整的参数。正如在监视窗口底部预览的程序材质。
A Procedural Material viewed in the Inspector.
在监视面板中查看的一个程序材质
The Inspector window has 4 main panes.
该监视面板有4个主要的面板:
Substance Archive Manager. Substance的存档管理器
Properties. 属性
Generated Textures. 生成纹理
Preview. 预览
[Substance Archive Manager Substance的存档管理器]
The archive view shows you all the procedural materials that the Procedural Material asset contains. Select the procedural material you are interested in from the row of previews. Procedural Materials can be Added and Deleted to the Procedural Material Asset archive using the plus and minus buttons. Adding a procedural material will create a new material using the prototype encoded in the archive. The third, Duplicate button will create a new procedural material that is a copy of the currently selected one, including all its settings. Procedural materials can be renamed by typing in a new name in the material header name field.
这个归档视图向你显示了程序材质资源包含的所有程序材质。选择你在预览中感兴趣的程序材质。程序材质可以使用加号和减号按钮添加和删除程序材质资源。添加一个程序材质将会使用归档中的属性编码创建一个新的材质。第三,复制按钮将会创建一个包含当前选中项的所有设置的新的材质。程序材质可以通过在材质标题字段中键入新的名称进行重命名。
[Properties 属性]
Material Properties 材质属性
These are the regular properties of the material, which are dependent on which shader is chosen. They work the same as for regular materials.
这些材质的常规属性是依赖于选择的shader着色器。他们和常规材质一样的工作原理。
Procedural Properties 程序属性
The properties of any Procedural Material will change according to how the procedural material was created.
任何程序材质的属性将会根据他们创建的方式进行改变。
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Generate at Load 在加载时生成
Generate the substance when the scene loads. If disabled, it will only be generated when prompted from scripting.
在场景加载时生成物质。如果禁用,他将会在从脚本提示时生成。
Random Seed 随机种子
Procedural materials often need some randomness. The Random Seed can be used to vary the generated appearance. Often this will be zero. Just click the Randomize button to get a different seed and observe how the material changes.
程序材质通常需要一些随机性。可以使用不同的随机种子生成外观。通常是0。只要单击一些Randomize按钮就可以得到不用的种子,并且可以观察材质发生了什么样的变化。
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[Generated Textures 生成纹理]
The Generated Textures pane. 生成纹理的窗格
This area allows you to visualize textures that the procedural material generates. The dropdown below each of the generated textures allows you to choose which texture map should supply the alpha channel for that texture. You could, for example, specify that the base alpha comes from the Transparency image, or from the Specular image. The screen-shot below shows the base alpha channel coming from the Specular image.
这个区域允许你可视化程序材质生成的纹理。下拉下面的生成的每个纹理,你可以选择那个纹理应该提供给该纹理的alpha通道。例如,你可以指定基于来自透明图片的alpha或者是高光图片。下面的屏幕截图显示了来自高光图片的基本的alpha通道。
[Per-Platform Overrides 每个平台的重写]
When you are building for different platforms, you have to think on the resolution of your textures for the target platform, the size and the quality. You can override these options and assign specific values depending on the platform you are deploying to. Note that if you don't select any value to override, the Editor will pick the default values when building your project.
当你为不同的平台编译时,你应该考虑目标平台上纹理的分辨率,大小和质量。你可以根据你要部署的平台重写这些选项并指定具体的值。请注意,如果你没有选择任何值的重写,编辑器将会在编译项目时采用默认值。
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Target Size 目标大小
The targeted size of the generated textures. Most procedural textures are designed to be resolution independent and will respect the chosen target size, but in rare cases they will use a fixed size instead, or have the possible sizes limited to within a certain range. The actual size of the generated textures can be read in the preview at the bottom of the Inspector.
针对生成的纹理大小。大多数程序纹理的分辨率设计是独立的并会遵守选择的目标大小,但是在极少的情况下他们会使用一个固定的大小进行代替,或者有可能限制在一定范围内。生成的纹理的实际大小可以再监视面板底部的预览中读取到。
Texture Format 纹理格式
What internal representation is used for the texture in memory, once it is generated. This is a tradeoff between size and quality:
一旦生成纹理,纹理在内存中的表示格式。这是一个大小和质量之间的权衡。
Compressed 压缩的
Compressed RGB texture. This will result in considerably less memory used.
压缩的RGB纹理。这会减少内存的使用。
RAW 未处理
Uncompressed ***ecolor, this is the highest quality. At 256 KB for a 256x256 texture.
未压缩的真彩,这是最高的质量。256KB就是一个256X256的纹理。
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[Preview 预览]
The procedural material preview operates in an identical manner to the material preview. However, unlike the regular material preview it shows the pixel dimensions of the generated textures.
程序材质的预览和材质的预览以相同的方式运行。然而,他不同于常规的材质显示生成纹理的像素尺寸。
【来源:互联网】
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