[{"data":1,"prerenderedAt":236},["ShallowReactive",2],{"\u002F2015-07-07-ue4-projectile-visual-effects":3},{"id":4,"title":5,"body":6,"date":211,"description":12,"extension":212,"meta":213,"navigation":216,"path":228,"seo":229,"stem":230,"tags":231,"__hash__":235},"blogs\u002F_legacy\u002F2015\u002F2015-07-07-ue4-projectile-visual-effects.md","UE4子弹特效",{"type":7,"value":8,"toc":198},"minimark",[9,13,16,26,29,33,36,40,56,67,91,94,97,100,106,109,117,120,125,128,131,138,143,150,156,165,174,177,180,183,186,189,192,195],[10,11,12],"p",{},"子弹使用抛体就可以实现了，但是要让其看起来更加真实，则可能需要加上一些粒子特效。",[10,14,15],{},"当前UE4版本4.8.1。",[10,17,18,19,25],{},"子弹的特效制作主要使用粒子系统进行实现，只有用于着弹效果的地方使用的是Decal Material。官方的这篇教程对于了解如何去制作一个粒子系统很有作用。原始教程地址：",[20,21,22],"a",{"href":22,"rel":23,"title":22},"https:\u002F\u002Fwiki.unrealengine.com\u002FProjectile_Visual_Effects",[24],"nofollow","（教程中有提供相关文件的下载）。",[10,27,28],{},"特效的制作基础是UE4自带的第一人称模板，不需要初学者内容。也可以直接下载文档末尾处的工程文件进行观赏，工程文件不到10M，相当的方便。",[30,31,32],"h2",{"id":32},"着弹特效",[10,34,35],{},"制作特效之前，先实际参考一下现实世界中的效果比较好。为了模拟出好的特效，观察整个过程中能量的变化非常的重要。因此，教程中对子弹的着弹效果进行观察后。将特效分为了闪光、烟雾、破片三个子特效。",[37,38,39],"h3",{"id":39},"闪光",[10,41,42,43,47,48,51,52,55],{},"闪光特效使用T_Hit.tga贴图来制作材质。材质类型修改为",[44,45,46],"strong",{},"Translucency","，同时，为了保证闪光特效始终显示在表层，将",[44,49,50],{},"Disable Depth Test","设置为",[44,53,54],{},"True","。闪光特效中示例工程中额外的添加了Near Camera Fade和Depth Fade，这样的话在子弹有射入角度时就不会依然显示一个光晕了，更加自然一些。",[10,57,58,63,64],{},[59,60],"img",{"alt":61,"src":62},"image","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb14.png"," ",[59,65],{"alt":61,"src":66},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb15.png",[10,68,69,70,73,74,78,79,82,83,86,87,90],{},"新建一个粒子系统，并在",[44,71,72],{},"Required","模块中将默认发射器的材质修改为刚刚建立的材质。为了方便以后辨识，可以将发射器的名称修改为HIT。按照",[20,75,77],{"href":76},"\u002F2015-07-06-ue4-particle-official-tutorial-summary\u002F","之前的教程","中的建议，删除",[44,80,81],{},"Color Over Life","模块，替换为",[44,84,85],{},"Initial Color","与",[44,88,89],{},"Scale Color\u002FLife","模块。在模块的属性上，主要使用粒子生命周期和初始大小进行随机化来增强特效的随机性。",[37,92,93],{"id":93},"烟雾",[10,95,96],{},"第一步依然是构建材质，烟雾的材质相对复杂一些。在示例的截图中，有添加Near Camera Fade特性，但是在示例工程中该材质并没有添加。使用到的贴图分别是T_Smoke与T_S_Normal。",[10,98,99],{},"烟雾特效中，额外的使用Initial Rotation和Initial Rotation Rate来作随机化。同时添加Sphere模块对初始位置以及速度应用随机。",[10,101,102,103,105],{},"烟雾特效中，由于材质中使用了MacroUV，需要对MacroUV进行修改。点击编辑器的空白处，在粒子系统的属性中进行设置。如果不同的发射器使用的是不同的设置，也可以在",[44,104,72],{},"模块对MacroUV属性进行修改。",[37,107,108],{"id":108},"破片",[10,110,111,112,116],{},"破片效果主要使用",[20,113,115],{"href":114},"\u002F2015-07-01-ue4-particles-subuv-module\u002F","SubUV模块","进行实现。需要添加Acceleration模块进行重力模拟，Collision模块进行碰撞模拟。",[10,118,119],{},"这一部分示例工程中的材质和教程中的截图相差比较大，Near Camera Fade和Depth Fade被取消，同时用一种近似的方法生成了法线。",[10,121,122],{},[59,123],{"alt":61,"src":124},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb16.png",[10,126,127],{},"由于碎片较小，很难观察出有什么不同……",[30,129,130],{"id":130},"拖曳",[10,132,133,134,137],{},"拖拽特效同样通过粒子进行实现。使用的是",[44,135,136],{},"Ribbon","类型的发射器。拖拽部分使用的材质教程中没有对Panner的速度进行说明，实际情况如下：",[10,139,140],{},[59,141],{"alt":61,"src":142},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb17.png",[10,144,145,146,149],{},"这一部分在操作是需要注意的是，必须删除",[44,147,148],{},"Initial Velocity","模块。由于教程中没有明言，会导致结果与预期的不同。",[10,151,152,153,155],{},"还有一个示例工程的不同之处在",[44,154,72],{},"模块中：",[10,157,158,51,161,164],{},[44,159,160],{},"Screen AlignMent",[44,162,163],{},"Facing Camera Position","；",[10,166,167,51,170,173],{},[44,168,169],{},"Sort Mode",[44,171,172],{},"Distance to View","。",[30,175,176],{"id":176},"弹痕与子弹",[10,178,179],{},"弹痕的特效使用Decal Materia进行实现。",[10,181,182],{},"材质中使用快速方法生成了测试用的替代法线贴图。",[10,184,185],{},"子弹的材质没有什么特别的地方，并不是教程的重点。如果是使用球体而不是子弹的话，可以跳过子弹的材质。",[30,187,188],{"id":188},"蓝图",[10,190,191],{},"实际的对上面生成的特效进行使用测试。",[10,193,194],{},"在组件中添加Ribbon的粒子系统，修改抛体的速度和重力设置，同时勾选平面移动限制。在碰撞点生成粒子系统和Decal Materia。",[10,196,197],{},"开始调试，就能看到相当不错的子弹特效了。",{"title":199,"searchDepth":200,"depth":201,"links":202},"",2,3,[203,208,209,210],{"id":32,"depth":200,"text":32,"children":204},[205,206,207],{"id":39,"depth":201,"text":39},{"id":93,"depth":201,"text":93},{"id":108,"depth":201,"text":108},{"id":130,"depth":200,"text":130},{"id":176,"depth":200,"text":176},{"id":188,"depth":200,"text":188},"2015-07-07","md",{"layout":214,"status":215,"published":216,"author":217,"author_login":218,"author_email":219,"author_url":220,"wordpress_id":221,"wordpress_url":222,"date_gmt":223,"excerpt":224},"post","publish",true,{"display_name":218,"login":218,"email":219,"url":220},"chaoshikari","chaoshikari@gmail.com","\u002F",1397,"\u002F\u002F?p=1397","2015-07-07 09:54:58 +0000",{"type":7,"value":225},[226],[10,227,12],{},"\u002F2015-07-07-ue4-projectile-visual-effects",{"title":5,"description":12},"_legacy\u002F2015\u002F2015-07-07-ue4-projectile-visual-effects",[232,233,234],"UE4","粒子","Decal Materia","FT9OoEznMygJjKnaEZBv9Uujm4xFmKdhSdoDaUoOG5Y",1788763180703]