[{"data":1,"prerenderedAt":1362},["ShallowReactive",2],{"\u002F2015-07-04-ue4-beamtype-particle-module":3},{"id":4,"title":5,"body":6,"date":1338,"description":12,"extension":1339,"meta":1340,"navigation":1343,"path":1355,"seo":1356,"stem":1357,"tags":1358,"__hash__":1361},"blogs\u002F_legacy\u002F2015\u002F2015-07-04-ue4-beamtype-particle-module.md","UE4粒子光束类发射器及应用",{"type":7,"value":8,"toc":1320},"minimark",[9,13,16,19,24,27,33,39,42,47,50,55,58,63,66,71,74,79,82,87,90,95,98,103,106,148,153,158,161,166,170,173,178,183,186,222,227,230,235,238,243,248,251,256,259,264,267,272,275,280,283,287,290,297,302,305,310,315,318,323,327,330,335,338,374,379,383,386,391,396,399,429,434,437,442,446,449,454,457,487,491,493,497,500,505,510,513,518,521,526,529,534,537,542,545,550,553,558,561,566,569,574,577,582,585,590,593,598,601,606,609,614,617,622,625,630,633,638,641,646,649,654,657,661,663,667,670,674,679,682,734,739,742,747,750,754,757,762,765,770,773,815,820,823,828,831,836,839,844,847,851,853,857,860,864,869,872,915,920,923,928,931,935,938,943,946,951,954,992,997,1000,1005,1008,1013,1016,1021,1023,1028,1031,1034,1037,1048,1051,1054,1065,1068,1073,1076,1079,1082,1087,1090,1207,1210,1215,1218,1221,1224,1306,1309,1314,1317],[10,11,12],"p",{},"光束类粒子广泛应用于激光、闪电等有传输路径的效果的模拟。 光束类发射器将粒子由源点到目标点之间相互连接并形成一个流。",[10,14,15],{},"当前UE4版本：4.8.1。",[10,17,18],{},"光束粒子的使用首先要将类型模块改为Beam Data Type，然后根据需要添加模块和修改属性。",[20,21,23],"h2",{"id":22},"beam-data-type","Beam Data Type",[10,25,26],{},"光束粒子类型模块，添加了这个模块之后发射器将会变成光束型。",[10,28,29],{},[30,31,32],"em",{},"Beam",[10,34,35],{},[36,37,38],"strong",{},"Beam Method",[10,40,41],{},"光束方法。有三种。Distance为沿着X轴方向的光束，Target为两点之间的光束，Branch暂时没有功能。",[10,43,44],{},[36,45,46],{},"Texture Tile",[10,48,49],{},"调整粒子材质的平铺数，只对第一套UV有效。当Texture Tile Distance被启用时会被其设置覆盖。",[10,51,52],{},[36,53,54],{},"Texutre Tile Distance",[10,56,57],{},"每一个粒子材质平铺的宽度，为0时关闭设置。",[10,59,60],{},[36,61,62],{},"Sheets",[10,64,65],{},"沿着光束所渲染的面片的数量。",[10,67,68],{},[36,69,70],{},"Max Beam Count",[10,72,73],{},"光束的数量上限。",[10,75,76],{},[36,77,78],{},"Speed",[10,80,81],{},"光束的速度，为0时则直接跳转。",[10,83,84],{},[36,85,86],{},"Interpolation Points",[10,88,89],{},"当这个设置大于0时，将会在源点和目标点之间进行插值，可以增强噪波的特效。",[10,91,92],{},[36,93,94],{},"Always On",[10,96,97],{},"当打开这个开关时，发射器将会保证始终有粒子是存活的。",[10,99,100],{},[36,101,102],{},"Up Vector Step Size",[10,104,105],{},"决定光束的Up向量的方法",[107,108,109,120],"table",{},[110,111,112],"thead",{},[113,114,115,118],"tr",{},[116,117],"th",{},[116,119],{},[121,122,123,132,140],"tbody",{},[113,124,125,129],{},[126,127,128],"td",{},"0",[126,130,131],{},"在光束的每一个点进行计算",[113,133,134,137],{},[126,135,136],{},"1",[126,138,139],{},"在光束的开始点计算并应用到所有点",[113,141,142,145],{},[126,143,144],{},"N",[126,146,147],{},"插值N个点并计算（当前未实现）",[10,149,150],{},[30,151,152],{},"Branching",[10,154,155],{},[36,156,157],{},"Branch Parent Name",[10,159,160],{},"分支的父发射点名称，必须在同一个粒子系统内。Beam Method为Branch才可用，当前无效。",[10,162,163],{},[30,164,165],{},"Distance",[10,167,168],{},[36,169,165],{},[10,171,172],{},"光束的传播距离，Beam Method为Distance时有效。",[10,174,175],{},[30,176,177],{},"Taper",[10,179,180],{},[36,181,182],{},"Taper Method",[10,184,185],{},"光束随着长度变少的方式。",[107,187,188,196],{},[110,189,190],{},[113,191,192,194],{},[116,193],{},[116,195],{},[121,197,198,206,214],{},[113,199,200,203],{},[126,201,202],{},"None",[126,204,205],{},"光束不会变少",[113,207,208,211],{},[126,209,210],{},"Full",[126,212,213],{},"从源到目标点之间变少，无视长度，相对计算。",[113,215,216,219],{},[126,217,218],{},"Partial",[126,220,221],{},"从源到位置之间变少，源为0，位置点为1",[10,223,224],{},[36,225,226],{},"Taper Factor",[10,228,229],{},"光束变少因子。当使用曲线编辑器时，时间轴0.0代表光束的源头，时间轴1.0代表目标点处。",[10,231,232],{},[36,233,234],{},"Taper Scale",[10,236,237],{},"光束变少缩放。缩放为Taper Factor与Taper Scale的乘积。",[10,239,240],{},[30,241,242],{},"Rendering",[10,244,245],{},[36,246,247],{},"Render Geometry",[10,249,250],{},"是否渲染光束的几何体。",[10,252,253],{},[36,254,255],{},"Render Direct Line",[10,257,258],{},"调试用。在源点和目标点之间绘制一条线。",[10,260,261],{},[36,262,263],{},"Render Lines",[10,265,266],{},"调试用。沿着光束渲染生成线。",[10,268,269],{},[36,270,271],{},"Render Tessellation",[10,273,274],{},"调试用。绘制源和目标之间的细分路径。",[10,276,277],{},[30,278,279],{},"Cascade",[10,281,282],{},"通用编辑器属性",[20,284,286],{"id":285},"beam-modules","Beam Modules",[10,288,289],{},"当前光束发射器共有4种模块可添加并用于配置光束发射器表现：",[10,291,292],{},[293,294],"img",{"alt":295,"src":296},"image","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb7.png",[298,299,301],"h3",{"id":300},"beam-modifier","Beam Modifier",[10,303,304],{},"光束修改器。用于修改光束的源点或目标点的属性。",[10,306,307],{},[30,308,309],{},"Modifier",[10,311,312],{},[36,313,314],{},"Modifier Type",[10,316,317],{},"设定修改器的修改目标。Source为源点，Target为目标点。",[10,319,320],{},[30,321,322],{},"Position",[10,324,325],{},[36,326,322],{},[10,328,329],{},"修改位置值，可锁定坐标。",[10,331,332],{},[36,333,334],{},"Position Options",[10,336,337],{},"与Position属性关联的选项",[107,339,340,348],{},[110,341,342],{},[113,343,344,346],{},[116,345],{},[116,347],{},[121,349,350,358,366],{},[113,351,352,355],{},[126,353,354],{},"Modify",[126,356,357],{},"选中才应用修改",[113,359,360,363],{},[126,361,362],{},"Scale",[126,364,365],{},"选中后会将当前的设置缩放到指定的长度，而不是使用修改后的长度进行计算",[113,367,368,371],{},[126,369,370],{},"Lock",[126,372,373],{},"选中是粒子生命周期中该数值将被锁定",[10,375,376],{},[30,377,378],{},"Tangent",[10,380,381],{},[36,382,378],{},[10,384,385],{},"修改切线，可锁定坐标。通过切线来决定运算基础线的弧度。",[10,387,388],{},[293,389],{"alt":295,"src":390},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb8.png",[10,392,393],{},[36,394,395],{},"Tangent Options",[10,397,398],{},"与Tangent属性关联的选项",[107,400,401,409],{},[110,402,403],{},[113,404,405,407],{},[116,406],{},[116,408],{},[121,410,411,417,423],{},[113,412,413,415],{},[126,414,354],{},[126,416,357],{},[113,418,419,421],{},[126,420,362],{},[126,422,365],{},[113,424,425,427],{},[126,426,370],{},[126,428,373],{},[10,430,431],{},[36,432,433],{},"Absolute Tangent",[10,435,436],{},"在世界空间中使用绝对切线。",[10,438,439],{},[30,440,441],{},"Strength",[10,443,444],{},[36,445,441],{},[10,447,448],{},"修改强度。添加之后会使得光束有一个动态的移动效果，类似于给点加上受力。对开启了Tangent修改的光束影响极大。",[10,450,451],{},[36,452,453],{},"Strength Options",[10,455,456],{},"与Strength属性关联的选项",[107,458,459,467],{},[110,460,461],{},[113,462,463,465],{},[116,464],{},[116,466],{},[121,468,469,475,481],{},[113,470,471,473],{},[126,472,354],{},[126,474,357],{},[113,476,477,479],{},[126,478,362],{},[126,480,365],{},[113,482,483,485],{},[126,484,370],{},[126,486,373],{},[10,488,489],{},[30,490,279],{},[10,492,282],{},[298,494,496],{"id":495},"noise","Noise",[10,498,499],{},"在光束上加上噪波影响的模块。",[10,501,502],{},[30,503,504],{},"Low Freq",[10,506,507],{},[36,508,509],{},"Low Freq Enabled",[10,511,512],{},"是否打开低频噪波",[10,514,515],{},[36,516,517],{},"Frequency",[10,519,520],{},"噪波的频率",[10,522,523],{},[36,524,525],{},"Frequency Low Range",[10,527,528],{},"噪波频率下界，当非0有效。",[10,530,531],{},[36,532,533],{},"Noise Range",[10,535,536],{},"噪波范围。用于计算噪点的分布，使用曲线时，0为第一点，而1为目标点。通常为Uniform形式，以提供一个随机的范围。",[10,538,539],{},[36,540,541],{},"Noise Range Scale",[10,543,544],{},"噪波范围缩放。",[10,546,547],{},[36,548,549],{},"NRScale Emitter Time",[10,551,552],{},"当打开时噪波范围缩放将会使用发射器时间，否则使用粒子时间。",[10,554,555],{},[36,556,557],{},"Noise Speed",[10,559,560],{},"噪波速度，噪点的移动速度。只有Smooth打开时才有效。",[10,562,563],{},[36,564,565],{},"Smooth",[10,567,568],{},"打开时会在噪点发生之后会进行平滑的移动。",[10,570,571],{},[36,572,573],{},"Noise Lock Radius",[10,575,576],{},"噪波锁定半径。防止生成的噪点过于接近。",[10,578,579],{},[36,580,581],{},"Oscillate",[10,583,584],{},"噪波摆动。如果开启，则噪点在发射线两端摆动。",[10,586,587],{},[36,588,589],{},"Noise Lock Time",[10,591,592],{},"噪波锁定时间。亦即噪点生成之后停留多久进行下一次噪点生成。",[10,594,595],{},[36,596,597],{},"Noise Tension",[10,599,600],{},"噪波张力。随着这个设置的增强，噪点之间的细分点将会受到更大的张力影响。轨迹会变得更尖锐。",[10,602,603],{},[36,604,605],{},"Use Noise Tangent",[10,607,608],{},"使用噪波切线。如果开启则会计算每一个噪点的切线。",[10,610,611],{},[36,612,613],{},"Noise Tangent Strenth",[10,615,616],{},"噪波切线强度。这个值越大，将会使得沿着光束的插值点受到切线方向的影响越大。当这个值为0时，Noise Tension几乎不会对轨迹造成影响。",[10,618,619],{},[36,620,621],{},"Noise Tessellagtion",[10,623,624],{},"在噪点之间插值细分的数量。使得噪波之后的线条轨迹变得平滑。",[10,626,627],{},[36,628,629],{},"Target Noise",[10,631,632],{},"打开时将会应用噪波到目标点。光束的终点将在设置的目标点附近进行随机。",[10,634,635],{},[36,636,637],{},"Frequency Distance",[10,639,640],{},"噪点距离。为0时使用Frequency Low Range~Frequency来决定噪点的频率。不为零时则根据Frequency的值与这个值来共同决定分布，作用在于减少较短的光束上的噪点数，同时保证长光束上的噪点。",[10,642,643],{},[36,644,645],{},"Apply Noise Scale",[10,647,648],{},"噪波缩放开关。",[10,650,651],{},[36,652,653],{},"Noise Scale",[10,655,656],{},"噪波缩放因子。决定噪点远离发射线的波幅比例，在Noise Range的基础产生影响，为0则无可见的噪波效果。",[10,658,659],{},[30,660,279],{},[10,662,282],{},[298,664,666],{"id":665},"source","Source",[10,668,669],{},"源点，当未指定这个模块时发射器位置将会作为源点。",[10,671,672],{},[30,673,666],{},[10,675,676],{},[36,677,678],{},"Source Method",[10,680,681],{},"源点方式。",[107,683,684,692],{},[110,685,686],{},[113,687,688,690],{},[116,689],{},[116,691],{},[121,693,694,702,710,718,726],{},[113,695,696,699],{},[126,697,698],{},"Default",[126,700,701],{},"使用Source的设定值",[113,703,704,707],{},[126,705,706],{},"UserSet",[126,708,709],{},"用户指定，常用于武器",[113,711,712,715],{},[126,713,714],{},"Emitter",[126,716,717],{},"使用发射器位置",[113,719,720,723],{},[126,721,722],{},"Particle",[126,724,725],{},"使用其他发射器的粒子",[113,727,728,731],{},[126,729,730],{},"Actor",[126,732,733],{},"使用Actor对象位置",[10,735,736],{},[36,737,738],{},"Source Name",[10,740,741],{},"源名称。在Source Method为Particle和Acotr时有效，如果没有对应，则会使用Source的设定值。",[10,743,744],{},[36,745,746],{},"Source Absolute",[10,748,749],{},"使用源点绝对位置，亦即不进行变换。",[10,751,752],{},[36,753,666],{},[10,755,756],{},"源点位置。当Source Method为Default时有效。采用其他设定却无效时也会使用这个值。",[10,758,759],{},[36,760,761],{},"Lock Source",[10,763,764],{},"在粒子生命周期中锁定源点。",[10,766,767],{},[36,768,769],{},"Source Tangent Method",[10,771,772],{},"源切线方法。",[107,774,775,783],{},[110,776,777],{},[113,778,779,781],{},[116,780],{},[116,782],{},[121,784,785,793,800,808],{},[113,786,787,790],{},[126,788,789],{},"Direct",[126,791,792],{},"使用源与目标的连线",[113,794,795,797],{},[126,796,706],{},[126,798,799],{},"用户指定",[113,801,802,805],{},[126,803,804],{},"Distribution",[126,806,807],{},"使用SourceTangent的设定值",[113,809,810,812],{},[126,811,714],{},[126,813,814],{},"使用发射器的朝向",[10,816,817],{},[36,818,819],{},"Source Tangent",[10,821,822],{},"源切线的设定值。",[10,824,825],{},[36,826,827],{},"Lock Source Tangent",[10,829,830],{},"在粒子生命周期中锁定源切线值。",[10,832,833],{},[36,834,835],{},"Source Strength",[10,837,838],{},"切线力量强度。",[10,840,841],{},[36,842,843],{},"Lock Source Strength",[10,845,846],{},"在粒子生命周期中锁定切线强度。",[10,848,849],{},[30,850,279],{},[10,852,282],{},[298,854,856],{"id":855},"target","Target",[10,858,859],{},"目标点。",[10,861,862],{},[30,863,856],{},[10,865,866],{},[36,867,868],{},"Target Method",[10,870,871],{},"目标点方式。",[107,873,874,882],{},[110,875,876],{},[113,877,878,880],{},[116,879],{},[116,881],{},[121,883,884,891,897,903,909],{},[113,885,886,888],{},[126,887,698],{},[126,889,890],{},"使用Target的设定值",[113,892,893,895],{},[126,894,706],{},[126,896,709],{},[113,898,899,901],{},[126,900,714],{},[126,902,717],{},[113,904,905,907],{},[126,906,722],{},[126,908,725],{},[113,910,911,913],{},[126,912,730],{},[126,914,733],{},[10,916,917],{},[36,918,919],{},"Target Name",[10,921,922],{},"目标名称。在Target Method为Particle和Acotr时有效，如果没有对应，则会使用Target的设定值。",[10,924,925],{},[36,926,927],{},"Target Absolute",[10,929,930],{},"使用目标点绝对位置，亦即不进行变换。",[10,932,933],{},[36,934,856],{},[10,936,937],{},"目标点位置。当Target Method为Default时有效。采用其他设定却无效时也会使用这个值。",[10,939,940],{},[36,941,942],{},"Lock Target",[10,944,945],{},"在粒子生命周期中锁定目标点。",[10,947,948],{},[36,949,950],{},"Target Tangent Method",[10,952,953],{},"目标切线方法。",[107,955,956,964],{},[110,957,958],{},[113,959,960,962],{},[116,961],{},[116,963],{},[121,965,966,973,979,986],{},[113,967,968,970],{},[126,969,789],{},[126,971,972],{},"使用目标与目标的连线",[113,974,975,977],{},[126,976,706],{},[126,978,799],{},[113,980,981,983],{},[126,982,804],{},[126,984,985],{},"使用TargetTangent的设定值",[113,987,988,990],{},[126,989,714],{},[126,991,814],{},[10,993,994],{},[36,995,996],{},"Target Tangent",[10,998,999],{},"目标切线的设定值。",[10,1001,1002],{},[36,1003,1004],{},"Lock Target Tangent",[10,1006,1007],{},"在粒子生命周期中锁定目标切线值。",[10,1009,1010],{},[36,1011,1012],{},"Target Strength",[10,1014,1015],{},"切线强度。",[10,1017,1018],{},[36,1019,1020],{},"Lock Target Strength",[10,1022,846],{},[10,1024,1025],{},[36,1026,1027],{},"Lock Radius",[10,1029,1030],{},"光束的结束点被锁定在目标点的范围内，当光束有Speed设定时用到。",[20,1032,1033],{"id":1033},"应用",[10,1035,1036],{},"光束粒子发射器的模块和参数都比较多，不在实际中应用很难掌握其具体含义。",[10,1038,1039,1040,1047],{},"参照官方社区的教程",[1041,1042,1046],"a",{"href":1043,"rel":1044},"https:\u002F\u002Fwiki.unrealengine.com\u002FBeam_Particle_(Tutorial)",[1045],"nofollow","Beam Particle (Tutorial)","进行操作，是一个类似于放电现象的光束粒子。",[298,1049,1050],{"id":1050},"材质",[10,1052,1053],{},"第一步与其他粒子系统一样，是制作材质。材质用到了两张贴图：",[10,1055,1056,1060,1061],{},[293,1057],{"alt":1058,"src":1059},"BeamPulse","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002FBeamPulse_thumb.png"," ",[293,1062],{"alt":1063,"src":1064},"BaseBeam","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002FBaseBeam_thumb.png",[10,1066,1067],{},"将材质导入UE4制作成为如下的贴图：",[10,1069,1070],{},[293,1071],{"alt":295,"src":1072},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb9.png",[10,1074,1075],{},"Panner节点在放置之后注意设置x轴速度，默认的情况下是不会进行平移的。",[298,1077,1078],{"id":1078},"粒子系统",[10,1080,1081],{},"材质创建完成后，新建一个粒子系统并将默认发射器的材质指定为刚刚创建的材质。同时为发射器添加Beam Data Type模块。",[10,1083,1084],{},[293,1085],{"alt":295,"src":1086},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb10.png",[10,1088,1089],{},"然后参照下表修改各个模块的属性：",[107,1091,1092,1102],{},[110,1093,1094],{},[113,1095,1096,1098,1100],{},[116,1097],{},[116,1099],{},[116,1101],{},[121,1103,1104,1115,1126,1136,1147,1157,1168,1178,1187,1197],{},[113,1105,1106,1109,1112],{},[126,1107,1108],{},"属性",[126,1110,1111],{},"值",[126,1113,1114],{},"目的",[113,1116,1117,1122,1124],{},[126,1118,1119],{},[36,1120,1121],{},"Lifetime Module",[126,1123],{},[126,1125],{},[113,1127,1128,1131,1133],{},[126,1129,1130],{},"Lifetime",[126,1132,128],{},[126,1134,1135],{},"使得光束粒子一直存在。",[113,1137,1138,1143,1145],{},[126,1139,1140],{},[36,1141,1142],{},"Beam Data Module",[126,1144],{},[126,1146],{},[113,1148,1149,1151,1154],{},[126,1150,38],{},[126,1152,1153],{},"PEB2M_Distance",[126,1155,1156],{},"光束将沿着X轴方向发射，便于观察效果",[113,1158,1159,1162,1165],{},[126,1160,1161],{},"Texture Tile Distance",[126,1163,1164],{},"500",[126,1166,1167],{},"光束上贴图的长度为500单位，与下面的长度1000相匹配，使得光束上有两个“点”在流动",[113,1169,1170,1172,1175],{},[126,1171,70],{},[126,1173,1174],{},"3",[126,1176,1177],{},"光束个数为3，便于之后添加噪波效果。",[113,1179,1180,1182,1184],{},[126,1181,78],{},[126,1183,128],{},[126,1185,1186],{},"粒子立刻到达目标点",[113,1188,1189,1191,1194],{},[126,1190,86],{},[126,1192,1193],{},"50",[126,1195,1196],{},"加强下一步噪波的特效",[113,1198,1199,1201,1204],{},[126,1200,165],{},[126,1202,1203],{},"1000",[126,1205,1206],{},"光束的发射距离为1000，使得光束足够长",[10,1208,1209],{},"上面的属性设定完成后粒子系统的效果类似下图。",[10,1211,1212],{},[293,1213],{"alt":295,"src":1214},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb11.png",[298,1216,1217],{"id":1217},"增加噪波",[10,1219,1220],{},"噪波可以使得光束拥有更多的随机效果，而不是单调的笔直的路径。",[10,1222,1223],{},"噪波模块的属性设置如下：",[107,1225,1226,1236],{},[110,1227,1228],{},[113,1229,1230,1232,1234],{},[116,1231],{},[116,1233],{},[116,1235],{},[121,1237,1238,1246,1256,1266,1275,1285,1296],{},[113,1239,1240,1242,1244],{},[126,1241,1108],{},[126,1243,1111],{},[126,1245,1114],{},[113,1247,1248,1250,1253],{},[126,1249,517],{},[126,1251,1252],{},"30",[126,1254,1255],{},"噪波频率",[113,1257,1258,1260,1263],{},[126,1259,509],{},[126,1261,1262],{},"选中",[126,1264,1265],{},"打开噪波特效",[113,1267,1268,1270,1273],{},[126,1269,533],{},[126,1271,1272],{},"Vector Uniform distribution",[126,1274],{},[113,1276,1277,1280,1283],{},[126,1278,1279],{},"Min:( 0, -50, -50) Max:( 0, 50, 50)",[126,1281,1282],{},"噪点能够离开光束的范围",[126,1284],{},[113,1286,1287,1290,1293],{},[126,1288,1289],{},"Noise Tessellation",[126,1291,1292],{},"10",[126,1294,1295],{},"使得噪波之后的光束之间的连接变得平滑",[113,1297,1298,1300,1303],{},[126,1299,637],{},[126,1301,1302],{},"100",[126,1304,1305],{},"获得合理的噪点个数",[10,1307,1308],{},"最终效果如下：",[10,1310,1311],{},[293,1312],{"alt":295,"src":1313},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb12.png",[298,1315,1316],{"id":1316},"属性测试",[10,1318,1319],{},"关于Beam Modifier模块中的Scale，当发射距离为1000时，如果应用修改器将发射点移动到10000。那么在没有启用Scale时，按照设定每100会有一个噪点。当Scale启用时，10000的长度上依然是10个噪点。 对于可以使用Curv型分布的变量，如果改用Curv型的话可以实现很多不同的效果，由于现在还没有具体使用到，就没有一一的去测试了。",{"title":1321,"searchDepth":1322,"depth":1323,"links":1324},"",2,3,[1325,1326,1332],{"id":22,"depth":1322,"text":23},{"id":285,"depth":1322,"text":286,"children":1327},[1328,1329,1330,1331],{"id":300,"depth":1323,"text":301},{"id":495,"depth":1323,"text":496},{"id":665,"depth":1323,"text":666},{"id":855,"depth":1323,"text":856},{"id":1033,"depth":1322,"text":1033,"children":1333},[1334,1335,1336,1337],{"id":1050,"depth":1323,"text":1050},{"id":1078,"depth":1323,"text":1078},{"id":1217,"depth":1323,"text":1217},{"id":1316,"depth":1323,"text":1316},"2015-07-04","md",{"layout":1341,"status":1342,"published":1343,"author":1344,"author_login":1345,"author_email":1346,"author_url":1347,"wordpress_id":1348,"wordpress_url":1349,"date_gmt":1350,"excerpt":1351},"post","publish",true,{"display_name":1345,"login":1345,"email":1346,"url":1347},"chaoshikari","chaoshikari@gmail.com","\u002F",1367,"\u002F\u002F?p=1367","2015-07-04 05:24:03 +0000",{"type":7,"value":1352},[1353],[10,1354,12],{},"\u002F2015-07-04-ue4-beamtype-particle-module",{"title":5,"description":12},"_legacy\u002F2015\u002F2015-07-04-ue4-beamtype-particle-module",[1359,1360,32],"UE4","粒子","a__oXoVRCC9pe-Fhjs6Jbix_E7m_yztyrVJCxWFD8nM",1788763180722]