[{"data":1,"prerenderedAt":2312},["ShallowReactive",2],{"blog-page-23":3,"blog-count":2311},[4,109,356,1497,1864],{"id":5,"title":6,"body":7,"date":86,"description":13,"extension":87,"meta":88,"navigation":91,"path":103,"seo":104,"stem":105,"tags":106,"__hash__":108},"blogs\u002F_legacy\u002F2015\u002F2015-07-01-earth-2-0-kepler-452b-found.md","地球2.0开普勒452b发现",{"type":8,"value":9,"toc":78},"minimark",[10,14,17,20,24,27,30,33,36,39,42,45,48,51,54,57,60,63,66,69,72,75],[11,12,13],"p",{},"今天一上线就看到了这个新闻，据说是迄今为止最接近地球的太阳系外行星被发现。",[11,15,16],{},"相信很多童鞋也都看到了这篇新闻，各大网站都有发布，标题也大多令人激动。可是大家是否觉得在哪里有种似曾相识的感觉呢？",[11,18,19],{},"其实确实如此，类地行星发现的新闻在去年和今年年初的时候都有传出。其中比较有名的是开普勒438b和开普勒186f。有的朋友可能会奇怪，为啥最近几年类地行星突然像是约好了一样扎堆被发现呢？",[21,22,23],"h2",{"id":23},"开普勒任务",[11,25,26],{},"细心的朋友会发现，新闻中公布的类地行星基本都是以开普勒作为命名代号的。这是因为，这些行星的发现任务全部都是基于NASA发起的开普勒任务的。",[11,28,29],{},"开普勒任务的核心部分是于2009年发射升空的开普勒空间望远镜，其任务目标就是利用行星凌日现象对对太阳系外的位于“宜居带”类地行星进行发现。",[11,31,32],{},"开普勒空间望远镜发现系外行星的原理，凌日现象，非常的简单。就是观测者持续的观察恒星时，如果有行星刚好运转到观测线上就会导致观测到的恒星的亮度下降。如果有爱好天文学的朋友估计对凌日比较熟悉，因为在地球上就可以观察到金星凌日和水星凌日。而开普勒望远镜的任务就是，持续的对星空观察。对恒星的亮度变化进行观测和比对，以此来寻找地外行星存在的证据。",[11,34,35],{},"这也是这一次的主角被找到K开普勒452b被找到的原因。",[21,37,38],{"id":38},"开普勒452b",[11,40,41],{},"开普勒452b这一次之所以突然那么大红大紫，是因为其与地球的相似度比较高。至于是不是最高的，各个科学家所持的观点略有不同。",[11,43,44],{},"到目前为止，争夺与地球相似度最高的行星的位置的类地行星有两个。一个是本回登场的开普勒452b，另一个则是刚刚卫冕不到7个月的开普勒438b。",[11,46,47],{},"之所以会发生争夺，是因为开普勒452b刚好位于一个主序星与太阳一样同为G型主序星的星系之中。但是由于开普勒452b的情报量还非常的匮乏，因而其“地球相似指数”为0.862，略次于开普勒438b的0.88。",[11,49,50],{},"事实确实如此，虽然类地开普勒452b被传得很火。现在能够知道的情报却并不多，只有其半径、公转周期以及主序星的相关情报。",[11,52,53],{},"开普勒452b距离地球约1400光年，就算是目前人类最快的飞行器，前几日冥王星探测任务的主角，新视野号，也必须2580万年才能到达。不过这并不是什么需要担心的问题，在大航海时代来临之前，人类几乎无法想象自己能够像现在一样在不到半天的时间内穿越半个地球。",[11,55,56],{},"开普勒452b的半径为地球的1.6倍，粗略的估算的话，其表面积大概为地球的2.56倍。",[11,58,59],{},"科学家估算，如果开普勒452b是岩质星球的话，其质量应该为地球的5倍左右。开普勒452b所在星系恒星质量比太阳大4%，亮度比太阳高10%。然而，这颗恒星比太阳老15亿年。一颗质量比太阳大的恒星，却比太阳老15亿年，相信很多天文爱好者已经猜测到可能会发生的事情了，这也是为什么开普勒452b被称为地球2.0的原因。",[21,61,62],{"id":62},"失控温室效应",[11,64,65],{},"根据主序星的质量进行推算，其很有可能已经进入或即将进入红巨星爆发的阶段。从年老的恒星中不断增加的热量将会导致整个行星的气候失调，进入失控温室效应的状态。也就是说，如果开普勒452b是一颗岩质行星的话，它现在所处的状态就可以作为将来的地球的状态的参考。",[11,67,68],{},"科学家认为，金星目前的状况就很有可能是失控温室效应的最终结果。而地球的最终结局会如何，对于现在的人类而言，是有些遥远却又重要的一个议题。",[11,70,71],{},"也就是说，即便开普勒452b位于适居带，而且刚好是一颗岩质行星，并且上面有液态的水，并且诞生了生命，那么它现在也有很大可能正在走向物种灭绝、不适宜生命居住的末路。",[11,73,74],{},"不过这一切或许并不会发生，因为目前人类的科技以及对宇宙的了解还不够，一切都还处在猜测的阶段。",[11,76,77],{},"那么在科学让一切的真相大白之前，适当的保留浪漫又有什么不可呢？",{"title":79,"searchDepth":80,"depth":81,"links":82},"",2,3,[83,84,85],{"id":23,"depth":80,"text":23},{"id":38,"depth":80,"text":38},{"id":62,"depth":80,"text":62},"2015-07-01","md",{"layout":89,"status":90,"published":91,"author":92,"author_login":94,"author_email":95,"wordpress_id":96,"wordpress_url":97,"date_gmt":98,"excerpt":99},"post","publish",true,{"display_name":93,"login":94,"email":95,"url":79},"风铃","flinkor","flinkor@foxmail.com",1428,"\u002F\u002F?p=1428","2015-07-01 09:27:08 +0000",{"type":8,"value":100},[101],[11,102,13],{},"\u002F2015-07-01-earth-2-0-kepler-452b-found",{"title":6,"description":13},"_legacy\u002F2015\u002F2015-07-01-earth-2-0-kepler-452b-found",[107],"天文","as6DA9e76tEt8pCJ9CBoKYah8M3I7PgXJmNZFpH1kl0",{"id":110,"title":111,"body":112,"date":86,"description":116,"extension":87,"meta":336,"navigation":91,"path":348,"seo":349,"stem":350,"tags":351,"__hash__":355},"blogs\u002F_legacy\u002F2015\u002F2015-07-01-ue4-particles-subuv-module.md","UE4粒子SubUV模块属性及应用",{"type":8,"value":113,"toc":326},[114,117,120,123,127,130,136,141,144,149,154,157,161,164,169,174,177,182,185,190,193,198,202,205,208,219,223,226,233,236,239,245,248,253,257,260,265,268,273,275,278,283,286,289,294,297,300,303,306,311,314,317,320,323],[11,115,116],{},"SubUV模块使得粒子可以从一张排布了很多帧图片的贴图中读取出帧来实现特效。",[11,118,119],{},"当前UE4版本为4.8.1。",[11,121,122],{},"SubUV模块只有在发射器的Required模块中的Interpolation Method属性不为None时才是有效的，这个属性在Sub UV分类中。该分类下的其他属性也用于对SubUV模块的效果的控制和调节。",[21,124,126],{"id":125},"subimage-index","SubImage Index",[11,128,129],{},"子图像索引基于浮点型分布来选择子图像，默认的坐标顺序是从左上角到右下角，横轴优先。",[11,131,132],{},[133,134,135],"em",{},"SubUV",[11,137,138],{},[139,140,126],"strong",{},[11,142,143],{},"一个浮点型分布，用于决定子图像的选取。选取数值时使用相对时间作为参数。在设定数值时，要稍微高于实际数值。如目标数值是4，则设定为4.1。",[11,145,146],{},[133,147,148],{},"Realtime",[11,150,151],{},[139,152,153],{},"Use Real Time",[11,155,156],{},"是否进行实时播放。当打开时，动画效果将会无视游戏中的慢动作而实时播放。",[21,158,160],{"id":159},"subuv-movie","SubUV Movie",[11,162,163],{},"子UV动画循环的对子图像进行播放，效果与flipbook类似。",[11,165,166],{},[133,167,168],{},"FlipBook",[11,170,171],{},[139,172,173],{},"Use Emitter Time",[11,175,176],{},"当打开时，将会使用发射器的时间来计算帧率。关闭时则使用粒子的相对时间。",[11,178,179],{},[139,180,181],{},"Frame Rate",[11,183,184],{},"浮点型分布，帧率。",[11,186,187],{},[139,188,189],{},"Starting Frame",[11,191,192],{},"动画的开始帧，1为第一帧，0表示随机初始帧。如果这个值大于最大帧数的话，则会使用最后一帧。",[11,194,195],{},[133,196,197],{},"RealTime",[11,199,200],{},[139,201,153],{},[11,203,204],{},"打开后将会无视游戏中的慢动作设定，依然实时进行动画播放。",[21,206,207],{"id":207},"应用",[11,209,210,211,218],{},"SubUV的使用需要一张拼贴图，上面所有的“帧”的大小必须是相同的。这里参考的是官方教程：",[212,213,217],"a",{"href":214,"rel":215},"https:\u002F\u002Fwiki.unrealengine.com\u002FSubUV_Particle_(Tutorial)",[216],"nofollow","SubUV Particle (Tutorial)","。",[220,221,222],"h3",{"id":222},"构建材质",[11,224,225],{},"操作的第一步是将拼贴图制作成为粒子系统使用的材质。",[11,227,228],{},[229,230],"img",{"alt":231,"src":232},"SubUV_Texture","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002FSubUV_Texture_thumb.png",[11,234,235],{},"将图片导入UE4，新建一个材质。并将这个贴图放入材质中。",[11,237,238],{},"材质的输出属性中，将Shading Model改为Unlit。这一步的主要作用应该是关闭光照以减少不必要的系统运算量消耗，就算不进行这个操作对演示的结果也不会产生可目视识别的影响。",[11,240,241],{},[229,242],{"alt":243,"src":244},"image","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb.png",[11,246,247],{},"将贴图乘上一个数值之后连接到自发光上，以便能够更好的观察到图形。",[11,249,250],{},[229,251],{"alt":243,"src":252},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb1.png",[220,254,256],{"id":255},"subuv模块","SubUV模块",[11,258,259],{},"材质完成后首先在粒子系统默认发射器的Required模块中将材质替换为刚刚制作的材质。",[11,261,262],{},[229,263],{"alt":243,"src":264},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb2.png",[11,266,267],{},"接着，设置SubUV相关属性，由于是2x2的图形则分别设置2，插值模型为Linear_Blend。",[11,269,270],{},[229,271],{"alt":243,"src":272},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb3.png",[11,274,126],{},[11,276,277],{},"在发射器中添加SubImage Index模块，并对属性进行设置：",[11,279,280],{},[229,281],{"alt":243,"src":282},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb4.png",[11,284,285],{},"修改处为点1的In Val为0.75，Out Val为3.01。也可以点击模块名右边的绿色图标按钮，这样就可以在曲线编辑器中对其进行拖动和可视化修改了。",[11,287,288],{},"这样就完成了，效果如下：",[11,290,291],{},[229,292],{"alt":243,"src":293},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb5.png",[220,295,160],{"id":296},"subuv-movie-1",[11,298,299],{},"新建一个发射器，并关闭第一个发射器的显示。与上面一样的先修改Required中的Sub UV属性，然后添加SubUV Movie模块。",[11,301,302],{},"添加上之后就能看到效果，粒子会不断的播放1～4的动画。",[11,304,305],{},"由于默认帧率是30，很难进行效果的观察，可以将帧率降到2，就能看到帧动画的播放了。",[11,307,308],{},[229,309],{"alt":243,"src":310},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb6.png",[220,312,313],{"id":313},"属性测试",[11,315,316],{},"经过测试，可以发现Interpolation Method对动画效果的影响中，Linear和Random有很大的区别。在启用了Random的插值方法之后，Sub UV动画将不会再随着粒子时间而改变。而是在一开始的时候进行随机。可见，这里的Linear并不是单纯的指线性插值，而是指的由粒子的生命周期的相对时间进行插值。",[11,318,319],{},"插值方法为Random类时，Random Image Changes才会发生作用。在SubImage Index中可以指定生命周期中子图形的改变次数，SubUV Movie则是重新开启动画的播放。",[321,322],"hr",{},[11,324,325],{},"目前来看，SubUV模块适用于需要子图像进行粒子显示效果控制的情况，在有相应的美工资源的情况下，可以减少使用代码生成相应效果的生产时间和运行时间。也可以将一些2D游戏的资源哪来做子图像粒子效果，说不定会有意想不到的效果～",{"title":79,"searchDepth":80,"depth":81,"links":327},[328,329,330],{"id":125,"depth":80,"text":126},{"id":159,"depth":80,"text":160},{"id":207,"depth":80,"text":207,"children":331},[332,333,334,335],{"id":222,"depth":81,"text":222},{"id":255,"depth":81,"text":256},{"id":296,"depth":81,"text":160},{"id":313,"depth":81,"text":313},{"layout":89,"status":90,"published":91,"author":337,"author_login":338,"author_email":339,"author_url":340,"wordpress_id":341,"wordpress_url":342,"date_gmt":343,"excerpt":344},{"display_name":338,"login":338,"email":339,"url":340},"chaoshikari","chaoshikari@gmail.com","\u002F",1345,"\u002F\u002F?p=1345","2015-07-01 02:15:36 +0000",{"type":8,"value":345},[346],[11,347,116],{},"\u002F2015-07-01-ue4-particles-subuv-module",{"title":111,"description":116},"_legacy\u002F2015\u002F2015-07-01-ue4-particles-subuv-module",[352,353,354],"UE4","粒子","Sub UV","JEocQfR6MRMEZjVEdN_S-x09BYGdHXvcjfI66nw9Gao",{"id":357,"title":358,"body":359,"date":1482,"description":363,"extension":87,"meta":1483,"navigation":91,"path":1492,"seo":1493,"stem":1494,"tags":1495,"__hash__":1496},"blogs\u002F_legacy\u002F2015\u002F2015-06-30-ue4-particle-basics.md","UE4粒子系统基础属性整理",{"type":8,"value":360,"toc":1474},[361,364,366,369,377,380,384,387,392,397,400,405,408,413,416,421,424,429,432,437,440,445,448,453,456,461,464,469,472,477,480,485,488,493,496,499,504,509,512,516,519,524,527,532,540,545,548,553,556,561,564,569,572,577,580,585,588,593,598,601,605,608,613,618,621,626,629,634,637,642,645,650,653,658,661,666,669,674,677,682,685,689,692,696,701,704,709,712,716,719,724,727,730,734,737,742,745,750,753,758,761,766,769,774,777,843,848,851,856,859,864,867,872,875,926,931,934,939,942,947,950,955,958,963,966,971,978,983,986,991,994,998,1003,1006,1011,1014,1019,1025,1030,1033,1037,1044,1049,1052,1104,1109,1112,1117,1120,1125,1128,1133,1136,1140,1143,1148,1153,1156,1161,1164,1169,1172,1240,1245,1250,1253,1289,1294,1297,1302,1304,1309,1312,1315,1319,1322,1326,1331,1334,1339,1342,1347,1350,1355,1358,1363,1366,1371,1374,1402,1407,1410,1446,1451,1454,1459,1462,1466,1469,1471],[11,362,363],{},"要在游戏中实现炫丽的特效，最有效的方法之一就是使用粒子系统。",[11,365,119],{},[11,367,368],{},"UE4拥有一个非常强大的模块化粒子系统编辑器，名为Cascade。",[11,370,371,372,218],{},"与通用的粒子系统设计一样，UE4的粒子系统由发射器产生粒子，并通过设置发射器和粒子的属性来实现不同的效果。在一个单一的粒子系统中，UE4可以同时添加多个发射器，通过组合可以实现非常炫丽的效果。在编辑器中，发射器的计算顺序是从左到右的，而模块的运算顺序是从上到下的。UE4的粒子系统同时支持LOD，以有效的控制粒子在场景中对运算量的消耗。系统中粒子也可以接收光照，只要使用材质时进行设定即可。当前文档中关于LOD上的bLit标签是有问题的，可参照",[212,373,376],{"href":374,"rel":375},"https:\u002F\u002Fanswers.unrealengine.com\u002Fquestions\u002F44995\u002Fwhere-is-blit-in-cascade.html",[216],"AnswerHub",[11,378,379],{},"和其他UE4的部分一样，大部分的属性都非常的易懂。但是将文档过一遍是很有必要的，这样才能知道系统都提供哪些功能，哪些是系统做不到的。",[220,381,383],{"id":382},"particle-system-class","Particle System Class",[11,385,386],{},"粒子系统本身的属性，点击没有发射器的空白处就会出现。",[11,388,389],{},[133,390,391],{},"Particle System",[11,393,394],{},[139,395,396],{},"System Update Mode",[11,398,399],{},"粒子系统的更新模式，分为实时和固定两种，通常情况下使用实时即可。",[11,401,402],{},[139,403,404],{},"Update Time_FPS",[11,406,407],{},"固定时间模式下的步长设定。",[11,409,410],{},[139,411,412],{},"Warmup Time",[11,414,415],{},"预热时间。粒子系统初始时应该处于的时间，通常用于雾气等环境效果，保证游戏开始时粒子系统就处于完整的状态。会消耗一定的运算量。",[11,417,418],{},[139,419,420],{},"Warmup Tick Rate",[11,422,423],{},"系统预热步长。越低的数值精度越高，相反的，提高这个数值就能降低运算量消耗。0代表默认步长。",[11,425,426],{},[139,427,428],{},"Orient ZAxis Toward Camera",[11,430,431],{},"将粒子的Z轴锁定到摄像机。",[11,433,434],{},[139,435,436],{},"Seconds Before Inactive",[11,438,439],{},"当粒子系统不再被渲染时，经过多长时间才停止运算，0代表不停止。",[11,441,442],{},[133,443,444],{},"Thumbnail",[11,446,447],{},"内容浏览器的缩略图用属性，没有什么特别值得关注的地方。",[11,449,450],{},[133,451,452],{},"LOD",[11,454,455],{},"粒子系统的LOD相关属性。",[11,457,458],{},[139,459,460],{},"LOD Distance Check Time",[11,462,463],{},"检查粒子系统的距离的时间间隔，只有当LOD Method设定为自动时才起作用，用于自动切换LOD的显示。",[11,465,466],{},[139,467,468],{},"LOD Method",[11,470,471],{},"LOD的切换方式。Automatic为自动由距离决定，DirectSet为由代码进行调整，ActivateAutomatic为系统初始化时进行一次判定之后交由代码自行调整。",[11,473,474],{},[139,475,476],{},"LOD Distances",[11,478,479],{},"LOD级别的距离范围设定，每个数值代表当前等级的最大距离。",[11,481,482],{},[139,483,484],{},"LOD Settings",[11,486,487],{},"如开头所描述，由于当前Lit属性似乎不可用，这个属性当前也没有意义。",[11,489,490],{},[133,491,492],{},"Bounds",[11,494,495],{},"通过开关控制的边界盒体，由此决定当粒子不在视野中时不再对粒子系统进行运算，以降低系统消耗。",[11,497,498],{},"直接点击上方工具栏的『设置固定边界』，就会自动生成一个，然后在属性中可以手动进行微调。",[11,500,501],{},[229,502],{"alt":243,"src":503},"\u002Fwp-content\u002Fuploads\u002F2015\u002F06\u002Fimage_thumb4.png",[11,505,506],{},[133,507,508],{},"Delay",[11,510,511],{},"延迟，设置在调用ActivateSystem之后粒子系统延迟激活的时间。",[11,513,514],{},[139,515,508],{},[11,517,518],{},"延迟的时间。",[11,520,521],{},[139,522,523],{},"Delay Low",[11,525,526],{},"延迟的下限时间，需要下面的范围开关启动。",[11,528,529],{},[139,530,531],{},"Use Delay Range",[11,533,534,535,539],{},"延迟范围开关。打开之后延迟将会在",[536,537,538],"span",{},"Delay Low ~ Delay","之间进行随机。",[11,541,542],{},[133,543,544],{},"Macro UV",[11,546,547],{},"中文名称不明。该UV贴图坐标用于将一个贴图平铺在所有的粒子上。",[11,549,550],{},[139,551,552],{},"MacroUVPosition",[11,554,555],{},"决定整个UV平铺的中心。",[11,557,558],{},[139,559,560],{},"MacroUVRadius",[11,562,563],{},"决定UV平铺的半径。",[11,565,566],{},[133,567,568],{},"Occlusion",[11,570,571],{},"遮蔽。",[11,573,574],{},[139,575,576],{},"Occlusion Bounds Method",[11,578,579],{},"遮蔽边界方式。None为不启用遮蔽，Particle Bounds为使用粒子系统定义的边界，Custom Bounds为自定义遮蔽边界。",[11,581,582],{},[139,583,584],{},"Custom Occlusion Bounds",[11,586,587],{},"自定义边界，调整时可以在视口中看到预览。",[11,589,590],{},[133,591,592],{},"Materials",[11,594,595],{},[139,596,597],{},"Named Materia Slots",[11,599,600],{},"可暴露给外界蓝图使用的材质参数插槽。",[220,602,604],{"id":603},"particle-emitter-class","Particle Emitter Class",[11,606,607],{},"发射器的属性。",[11,609,610],{},[133,611,612],{},"Particle",[11,614,615],{},[139,616,617],{},"Emitter Name",[11,619,620],{},"发射器名称",[11,622,623],{},[139,624,625],{},"Initial Allocation Count",[11,627,628],{},"当这个值不为0时，发射器将采用这个数值作为初始化粒子发射数。",[11,630,631],{},[139,632,633],{},"Quality Level Spawn Rate Scale",[11,635,636],{},"显示质量设置缩放比例，决定当系统的视频设置较低时的缩放比例，用于降低系统消耗。",[11,638,639],{},[139,640,641],{},"Detail Mode",[11,643,644],{},"发射器的显示精度，当系统的显示精度低于这个设置时，这个发射器将不会工作。",[11,646,647],{},[139,648,649],{},"Disabled LODs Keep Emitter Alive",[11,651,652],{},"当LOD为禁止状态时仍然保持发射器为激活状态。",[11,654,655],{},[133,656,657],{},"Cascade",[11,659,660],{},"在编辑器中的显示设定。",[11,662,663],{},[139,664,665],{},"Emitter Render Mode",[11,667,668],{},"发射器的渲染模式。Normal为正常渲染，Point为近显示点，Cross为显示十字交叉线，Lights Only为仅光照，None为不显示。",[11,670,671],{},[139,672,673],{},"Emitter Editor Color",[11,675,676],{},"发射器在编辑器中的颜色。",[11,678,679],{},[139,680,681],{},"Collapsed",[11,683,684],{},"是否展开显示发射器。",[220,686,688],{"id":687},"particle-module-class","Particle Module Class",[11,690,691],{},"粒子模块的基类，提供一些通用的属性。",[11,693,694],{},[133,695,657],{},[11,697,698],{},[139,699,700],{},"3DDraw Mode",[11,702,703],{},"如果打开的话就会显示相应的辅助渲染信息。",[11,705,706],{},[139,707,708],{},"Module Editor Color",[11,710,711],{},"模块在编辑器中的颜色。",[220,713,715],{"id":714},"typedata-modules","TypeData Modules",[11,717,718],{},"发射器的类型。添加时为默认的类型，可以通过添加类型数据进行修改。",[11,720,721],{},[229,722],{"alt":243,"src":723},"\u002Fwp-content\u002Fuploads\u002F2015\u002F06\u002Fimage_thumb5.png",[11,725,726],{},"可以添加的类型一共有五种，能够实现不同类型的粒子效果。",[11,728,729],{},"除了TypeData之外，还有很多其他的模块。作为对粒子发射器的控制被添加到粒子发射器上，以实现不同的粒子效果。",[220,731,733],{"id":732},"required-module","Required Module",[11,735,736],{},"粒子发射器的一些基本属性在这个模块里进行设置。这个模块是必须的，无法手动删除。",[11,738,739],{},[133,740,741],{},"Emitter",[11,743,744],{},"发射器相关属性。",[11,746,747],{},[139,748,749],{},"Emitter Materia",[11,751,752],{},"粒子发射器发出的粒子所使用的材质。",[11,754,755],{},[139,756,757],{},"Emitter Origin",[11,759,760],{},"粒子发射器的发射起点。",[11,762,763],{},[139,764,765],{},"Emitter Rotation",[11,767,768],{},"发射粒子的初始旋转。",[11,770,771],{},[139,772,773],{},"Screen Alignment",[11,775,776],{},"粒子相对与摄像机的朝向。",[778,779,780,791],"table",{},[781,782,783],"thead",{},[784,785,786,789],"tr",{},[787,788],"th",{},[787,790],{},[792,793,794,803,811,819,827,835],"tbody",{},[784,795,796,800],{},[797,798,799],"td",{},"FacingCameraPosition",[797,801,802],{},"粒子旋转朝向摄像机位置（忽略摄像机选择）",[784,804,805,808],{},[797,806,807],{},"Square",[797,809,810],{},"面向相机，使用X轴进行统一缩放",[784,812,813,816],{},[797,814,815],{},"Rectangle",[797,817,818],{},"面向相机，非统一缩放",[784,820,821,824],{},[797,822,823],{},"Velocity",[797,825,826],{},"朝向摄像机和粒子自身的运动方向，运行非统一缩放",[784,828,829,832],{},[797,830,831],{},"Away From Center",[797,833,834],{},"背离中心方向",[784,836,837,840],{},[797,838,839],{},"TypeSpecific",[797,841,842],{},"使用TypeData中的定义（仅Mesh类型可用）",[11,844,845],{},[139,846,847],{},"Use Local Space",[11,849,850],{},"是否使用本地空间或是使用父节点的坐标变换。",[11,852,853],{},[139,854,855],{},"Kill on Deactivate",[11,857,858],{},"是否在非活动时销毁粒子。",[11,860,861],{},[139,862,863],{},"Kill on Completed",[11,865,866],{},"是否在执行完成时销毁自身。",[11,868,869],{},[139,870,871],{},"Sort Mode",[11,873,874],{},"排序模式。",[778,876,877,885],{},[781,878,879],{},[784,880,881,883],{},[787,882],{},[787,884],{},[792,886,887,895,903,911,919],{},[784,888,889,892],{},[797,890,891],{},"PSORTMODE_None",[797,893,894],{},"不进行排序",[784,896,897,900],{},[797,898,899],{},"PSORTMODE_ViewProjDepth",[797,901,902],{},"根据视图映射深度排序",[784,904,905,908],{},[797,906,907],{},"PSORTMODE_DistanceToView",[797,909,910],{},"根据粒子到摄像机的距离排序",[784,912,913,916],{},[797,914,915],{},"PSORTMODE_Age_OldestFirst",[797,917,918],{},"粒子的生存时间排序，最旧优先",[784,920,921,924],{},[797,922,923],{},"PSORTMODE_Age_NewestFirst",[797,925,918],{},[11,927,928],{},[139,929,930],{},"Use Legacy Emitter Time",[11,932,933],{},"是否使用传统发射计时。传统发射计时采用EmitterDuration和SecondsSinceCreation来计算发射器时间，在循环或是变化时间粒子系统中可能会遇到问题。当不使用时，会使用新方法，利用DeltaTime来进行计算。",[11,935,936],{},[139,937,938],{},"Orbit Module Affects Velocity Align",[11,940,941],{},"当开启时，环绕模块所产生的影响将会应用到速度屏幕对齐（Screen Alignment： Velocity）的粒子上。",[11,943,944],{},[133,945,946],{},"Duration",[11,948,949],{},"时间间隔，发射器开始循环之前的间隔时间。",[11,951,952],{},[139,953,954],{},"Emitter Duration",[11,956,957],{},"发射器进入循环前的间隔时间，为0则不循环。",[11,959,960],{},[139,961,962],{},"Emitter Duration Low",[11,964,965],{},"发射器间隔低值，需要下面的开关打开才有效。",[11,967,968],{},[139,969,970],{},"Emitter Duration Use Range",[11,972,973,974,977],{},"间隔时间范围开关。当打开时间隔时间将在",[536,975,976],{},"Emitter Duration~Emitter Duration Low","之间随机。",[11,979,980],{},[139,981,982],{},"Duration Recalc Each Loop",[11,984,985],{},"每一次循环完成后都会重新计算间隔时间",[11,987,988],{},[139,989,990],{},"Emitter Loops",[11,992,993],{},"发射器循环次数，为0则永久循环。",[11,995,996],{},[133,997,508],{},[11,999,1000],{},[139,1001,1002],{},"Emitter Delay",[11,1004,1005],{},"延迟时间。与Duartion不同的是，Delay的期间发射器是不发射粒子的。",[11,1007,1008],{},[139,1009,1010],{},"Emitter Delay Low",[11,1012,1013],{},"延迟时间低值，需要下面的开关打开才有效。",[11,1015,1016],{},[139,1017,1018],{},"Emitter Delay Use Range",[11,1020,1021,1022,977],{},"延迟范围开关。打开后延迟将会在",[536,1023,1024],{},"Emitter Delay~Emitter Delay Low",[11,1026,1027],{},[139,1028,1029],{},"Delay First Loop Only",[11,1031,1032],{},"仅在第一次循环前延迟",[11,1034,1035],{},[133,1036,354],{},[11,1038,1039,1040,218],{},"Sub UV属性是针对Sub UV模块的，详情可以参考这里：",[212,1041,1043],{"href":1042},"\u002F2015-07-01-ue4-particles-subuv-module\u002F","SubUV模块属性及应用",[11,1045,1046],{},[139,1047,1048],{},"Interpolation Method",[11,1050,1051],{},"插值方法。",[778,1053,1054,1062],{},[781,1055,1056],{},[784,1057,1058,1060],{},[787,1059],{},[787,1061],{},[792,1063,1064,1072,1080,1088,1096],{},[784,1065,1066,1069],{},[797,1067,1068],{},"None",[797,1070,1071],{},"不在应用SubUV功能",[784,1073,1074,1077],{},[797,1075,1076],{},"Linear(线性)",[797,1078,1079],{},"按照子图像顺序进行线性的过渡，但是与下一张图像不混合",[784,1081,1082,1085],{},[797,1083,1084],{},"Linear_Blend (线性_混合)",[797,1086,1087],{},"按照子图像顺序进行线性的过渡，与下一张图像进行混合",[784,1089,1090,1093],{},[797,1091,1092],{},"Random(随机)",[797,1094,1095],{},"下一张子图像随机的抽取，但是与下一张图像不混合",[784,1097,1098,1101],{},[797,1099,1100],{},"Random_Blend(随机_混合)",[797,1102,1103],{},"下一张子图像随机的抽取，与下一张图像进行混合",[11,1105,1106],{},[139,1107,1108],{},"Sub Images Horizontal",[11,1110,1111],{},"贴图X轴上的子图像数量。",[11,1113,1114],{},[139,1115,1116],{},"Sub Images Vertical",[11,1118,1119],{},"贴图Y轴上的子图像数量。",[11,1121,1122],{},[139,1123,1124],{},"Scale UV",[11,1126,1127],{},"UV缩放的比例。",[11,1129,1130],{},[139,1131,1132],{},"Random Image Chagnes",[11,1134,1135],{},"粒子生命周期中随机图像的变换次数。",[11,1137,1138],{},[133,1139,544],{},[11,1141,1142],{},"与粒子系统的Macro UV属性类似。",[11,1144,1145],{},[133,1146,1147],{},"Rendering",[11,1149,1150],{},[139,1151,1152],{},"Use Max Draw Count",[11,1154,1155],{},"是否使用最大绘制次数限制",[11,1157,1158],{},[139,1159,1160],{},"Max Draw Count",[11,1162,1163],{},"最大绘制次数的限定值",[11,1165,1166],{},[139,1167,1168],{},"UVFlipping Mode",[11,1170,1171],{},"所有粒子的UV翻转模式 。",[778,1173,1174,1182],{},[781,1175,1176],{},[784,1177,1178,1180],{},[787,1179],{},[787,1181],{},[792,1183,1184,1192,1200,1208,1216,1224,1232],{},[784,1185,1186,1189],{},[797,1187,1188],{},"Flip UV",[797,1190,1191],{},"翻转UV",[784,1193,1194,1197],{},[797,1195,1196],{},"Flip Uonly",[797,1198,1199],{},"翻转U",[784,1201,1202,1205],{},[797,1203,1204],{},"Flip Vonly",[797,1206,1207],{},"翻转V",[784,1209,1210,1213],{},[797,1211,1212],{},"Random Flip UV",[797,1214,1215],{},"随机翻转UV",[784,1217,1218,1221],{},[797,1219,1220],{},"Random Flip Uonly",[797,1222,1223],{},"随机翻转U",[784,1225,1226,1229],{},[797,1227,1228],{},"Random Flip Vonly",[797,1230,1231],{},"随机翻转V",[784,1233,1234,1237],{},[797,1235,1236],{},"Random Flip UV Independent",[797,1238,1239],{},"随机翻转UV（UV相互独立）",[11,1241,1242],{},[133,1243,1244],{},"Normals",[11,1246,1247],{},[139,1248,1249],{},"Emitter Normals Mode",[11,1251,1252],{},"发射器法线的计算模式",[778,1254,1255,1263],{},[781,1256,1257],{},[784,1258,1259,1261],{},[787,1260],{},[787,1262],{},[792,1264,1265,1273,1281],{},[784,1266,1267,1270],{},[797,1268,1269],{},"ENM_CameraFacing",[797,1271,1272],{},"默认模式，法线由朝向几何体的摄像机生成",[784,1274,1275,1278],{},[797,1276,1277],{},"ENM_Spherical",[797,1279,1280],{},"以Normals Sphere Center为中心的球体来生成法线",[784,1282,1283,1286],{},[797,1284,1285],{},"ENM_Cylindrical",[797,1287,1288],{},"以穿过Normal Sphere Center并以NormalsCylinderDirection为方向的圆柱体来生成法线。",[11,1290,1291],{},[139,1292,1293],{},"Normals Sphere Center",[11,1295,1296],{},"法线生成中根据选项不同会用到的参数。",[11,1298,1299],{},[139,1300,1301],{},"Normals Cylinder Direction",[11,1303,1296],{},[11,1305,1306],{},[139,1307,1308],{},"Materias",[11,1310,1311],{},"Named Materia Overrides",[11,1313,1314],{},"指定材质插槽名称，以替换发射器使用的材质。插槽中的材质则可以通过蓝图进行设置。",[220,1316,1318],{"id":1317},"spawn","Spawn",[11,1320,1321],{},"这也是一个必须的模块，无法删除。用于设定粒子是如何发射出去的。",[11,1323,1324],{},[133,1325,1318],{},[11,1327,1328],{},[139,1329,1330],{},"Rate",[11,1332,1333],{},"每秒中产生粒子的个数。",[11,1335,1336],{},[139,1337,1338],{},"Rate Scale",[11,1340,1341],{},"发射速率缩放系数。",[11,1343,1344],{},[139,1345,1346],{},"Apply Global Spawn Rate Scale",[11,1348,1349],{},"如果打开此开关，那么发射器的缩放因子将会受到全局设定中的r.EmitterSpawnRateScale数值影响。",[11,1351,1352],{},[139,1353,1354],{},"Process Spawn Rate",[11,1356,1357],{},"打开之后才会处理Rate的设置，当发射器中有多个Spawn时，其中任何一个关闭这个选项都将导致Rate不被处理。",[11,1359,1360],{},[133,1361,1362],{},"Burst",[11,1364,1365],{},"爆发。在给定时间内强制发射一定数量的粒子。",[11,1367,1368],{},[139,1369,1370],{},"Particle Burst Method",[11,1372,1373],{},"粒子爆发方式。",[778,1375,1376,1384],{},[781,1377,1378],{},[784,1379,1380,1382],{},[787,1381],{},[787,1383],{},[792,1385,1386,1394],{},[784,1387,1388,1391],{},[797,1389,1390],{},"Instant",[797,1392,1393],{},"立即",[784,1395,1396,1399],{},[797,1397,1398],{},"Intepolated",[797,1400,1401],{},"插值",[11,1403,1404],{},[139,1405,1406],{},"Burst List",[11,1408,1409],{},"粒子爆发参数列表，用于指定时间和粒子爆发。数组元素的属性有三个。",[778,1411,1412,1420],{},[781,1413,1414],{},[784,1415,1416,1418],{},[787,1417],{},[787,1419],{},[792,1421,1422,1430,1438],{},[784,1423,1424,1427],{},[797,1425,1426],{},"Count",[797,1428,1429],{},"爆发的粒子个数",[784,1431,1432,1435],{},[797,1433,1434],{},"Count Low",[797,1436,1437],{},"爆发的粒子下限个数，为-1时则无作用",[784,1439,1440,1443],{},[797,1441,1442],{},"Time",[797,1444,1445],{},"爆发的时间点",[11,1447,1448],{},[139,1449,1450],{},"Burst Scale",[11,1452,1453],{},"爆发的缩放因子。",[11,1455,1456],{},[139,1457,1458],{},"Process Burst List",[11,1460,1461],{},"打开之后才会处理Burst List，发射器中任何一个Spawn模块没有打开这个开关，就会导致Burst List不被处理。",[11,1463,1464],{},[133,1465,657],{},[11,1467,1468],{},"通用的编辑器属性。",[321,1470],{},[11,1472,1473],{},"至此，粒子系统部分的主要属性算是整理了一遍。但是还有大量的模块和粒子类型没有进行研究，基本的参数含义在只是知道含义的情况下也没什么用。因此决定接下来从实践的角度对粒子系统进行研究。",{"title":79,"searchDepth":80,"depth":81,"links":1475},[1476,1477,1478,1479,1480,1481],{"id":382,"depth":81,"text":383},{"id":603,"depth":81,"text":604},{"id":687,"depth":81,"text":688},{"id":714,"depth":81,"text":715},{"id":732,"depth":81,"text":733},{"id":1317,"depth":81,"text":1318},"2015-06-30",{"layout":89,"status":90,"published":91,"author":1484,"author_login":338,"author_email":339,"author_url":340,"wordpress_id":1485,"wordpress_url":1486,"date_gmt":1487,"excerpt":1488},{"display_name":338,"login":338,"email":339,"url":340},1319,"\u002F\u002F?p=1319","2015-06-30 03:30:50 +0000",{"type":8,"value":1489},[1490],[11,1491,363],{},"\u002F2015-06-30-ue4-particle-basics",{"title":358,"description":363},"_legacy\u002F2015\u002F2015-06-30-ue4-particle-basics",[352,353],"yj_Ij1vsLYIcuPNLxkOsLmGjTNtay4B73uXQDAbRbCk",{"id":1498,"title":1499,"body":1500,"date":1847,"description":1504,"extension":87,"meta":1848,"navigation":91,"path":1857,"seo":1858,"stem":1859,"tags":1860,"__hash__":1863},"blogs\u002F_legacy\u002F2015\u002F2015-06-19-ue4%e7%89%a9%e4%bd%93%e7%a0%b4%e7%a2%8e.md","UE4物体破碎",{"type":8,"value":1501,"toc":1845},[1502,1505,1508,1511,1516,1521,1529,1542,1545,1548,1553,1558,1561,1566,1569,1574,1577,1582,1585,1590,1593,1598,1601,1604,1609,1612,1617,1620,1625,1628,1633,1638,1641,1646,1649,1654,1657,1662,1665,1670,1673,1678,1681,1686,1689,1694,1697,1702,1705,1710,1713,1718,1721,1726,1731,1734,1739,1742,1747,1750,1755,1758,1763,1766,1771,1774,1779,1784,1787,1792,1795,1800,1803,1808,1811,1814,1822,1825,1830,1837,1840,1842],[11,1503,1504],{},"UE4的破碎通过可破坏网格物体进行实现，任何一个网格都可以转换为可破坏的网格。",[11,1506,1507],{},"当前使用的UE4版本：4.8.0。",[11,1509,1510],{},"在实际使用中，要破坏一个物体就必须通过蓝图产生伤害或是在设置中设定碰撞伤害。传递伤害的蓝图节点如下：",[11,1512,1513],{},[229,1514],{"alt":243,"src":1515},"\u002Fwp-content\u002Fuploads\u002F2015\u002F06\u002Fimage_thumb2.png",[11,1517,1518],{},[229,1519],{"alt":243,"src":1520},"\u002Fwp-content\u002Fuploads\u002F2015\u002F06\u002Fimage_thumb3.png",[11,1522,1523,1524,1528],{},"破坏效果相关的设定几乎都可以在可破坏网格的属性页面进行调整。当前UE4版本中的碰撞面板只能产生深度为1的Voronoi破碎效果，一般情况下就足够使用了。如果需要复杂的破碎效果，例如敲破墙壁等，需要借助",[212,1525,1527],{"href":1526},"\u002F?p=1168","Apex","来制作后导入引擎。破碎相关的属性中有几个概念比较重要。",[1530,1531,1532,1536,1539],"ul",{},[1533,1534,1535],"li",{},"支撑（Support）：一个可破碎的物体在实际的物理世界中是不会一受力就土崩瓦解的，那是因为物体与世界以及物体内部之间有支撑作用。支撑就是用来模拟这个效果的。",[1533,1537,1538],{},"碎屑（Debris）：一些过小的碎片对于游戏模拟是没有意义的，可以让他们在一定条件下自行消失。",[1533,1540,1541],{},"深度（Depth）：相当与破碎时的层级，当前UE4版本下需要使用Apex来生成。一般物体的部分破坏、复杂的支撑结构都需要借助多深度来实现。",[11,1543,1544],{},"可破坏物体的属性面板中影响比较大的是旗标设定，其余大部分属性都是Apex的属性，如果要使用Apex制作的话在这里需要重复设定的内容就比较少。",[11,1546,1547],{},"使用到的属性整理如下：",[11,1549,1550],{},[133,1551,1552],{},"Flags",[11,1554,1555],{},[139,1556,1557],{},"Accumulate Damage",[11,1559,1560],{},"累积伤害，当打开时物体会累积所受到的伤害。当累积伤害超过阈值时就会破碎。",[11,1562,1563],{},[139,1564,1565],{},"Asset Defined Support",[11,1567,1568],{},"当打开时，标记为Is Support Chunk的块将会有支撑效果。",[11,1570,1571],{},[139,1572,1573],{},"World Support",[11,1575,1576],{},"当打开时，标记为Is Support Chunk的块与世界接触的部分将会获得支撑。",[11,1578,1579],{},[139,1580,1581],{},"Debris TimeOut",[11,1583,1584],{},"是否启用碎屑超时设定，当启用时碎屑将会在到达生命周期时被删除。",[11,1586,1587],{},[139,1588,1589],{},"Debris Max Separation",[11,1591,1592],{},"是否启用碎屑消亡距离设定，当启用时碎屑将会在到达消亡距离时被删除。",[11,1594,1595],{},[139,1596,1597],{},"Crumble Smallest Chunks",[11,1599,1600],{},"当开启时，系统会对最小的碎片进行瓦解。如果有设置对应的粒子系统则会使用粒子的效果，如果没有设置的话则直接清除该碎片。",[11,1602,1603],{},"另，目前蓝图中暂时没有找到指定瓦解粒子系统的设置点，灰尘粒子的指定也没有，暂时不会用到就没有做进一步的研究了。",[11,1605,1606],{},[139,1607,1608],{},"Accurate Raycasts",[11,1610,1611],{},"当开启时，将会使用射线追踪算法对所有与物体发生碰撞的碎片进行搜索。主要用于物体的实际形状和碰撞形态相差比较大的情况下，对破碎点和法线方向进行精确度修正。",[11,1613,1614],{},[139,1615,1616],{},"Use Valid Bounds",[11,1618,1619],{},"是否启用碎片的有效范围，当碎片超出这个范围时，将会被删除。",[11,1621,1622],{},[139,1623,1624],{},"Form Extended Structures",[11,1626,1627],{},"对于多个静态的可破坏物体，如果同时都有设置这个旗标的话。将会互相产生支撑作用。",[11,1629,1630],{},[133,1631,1632],{},"Damage",[11,1634,1635],{},[139,1636,1637],{},"Damage Threshold",[11,1639,1640],{},"伤害阈值，当受到的伤害大于这个数值时，物体将会破碎。",[11,1642,1643],{},[139,1644,1645],{},"Damage Spread",[11,1647,1648],{},"伤害扩散指数，指定伤害在物体上传递的速度。在应用范围伤害时产生作用，距离伤害产生点为0的将受到所有的伤害，而到达Damage Radio的距离为止，伤害逐渐衰减为0。",[11,1650,1651],{},[139,1652,1653],{},"Enable Impact Damage",[11,1655,1656],{},"开启碰撞伤害，开启之后在与其他物体发生碰撞时将会接收伤害。",[11,1658,1659],{},[139,1660,1661],{},"Impact Damage",[11,1663,1664],{},"碰撞时接收伤害的指数。碰撞所受伤害为这个指数和冲击力的乘积。",[11,1666,1667],{},[139,1668,1669],{},"Default Impact Damage Depth",[11,1671,1672],{},"碰撞伤害产生的破坏深度。在多碰撞深度，有支撑设定的物体进行破坏时很有作用。。",[11,1674,1675],{},[139,1676,1677],{},"Custom Impact Resistance",[11,1679,1680],{},"自定义冲击阻力开关",[11,1682,1683],{},[139,1684,1685],{},"Impact Resistance",[11,1687,1688],{},"自定义冲击阻力。数值越低时碰撞的物体将受到更少的冲击主力，能更轻易的穿过物体。",[11,1690,1691],{},[139,1692,1693],{},"Damage Cap",[11,1695,1696],{},"伤害上限，规定破碎时所承受的最大伤害。大多用于防止冲击破碎被打开时产生的过于巨大的伤害导致破碎效果大于预期。",[11,1698,1699],{},[139,1700,1701],{},"Impact Velocity Threshold",[11,1703,1704],{},"在物体重叠生成时，物理引擎会检测到物体之间巨大的碰撞力。但是实际上两个物体之间的相对速度是很低的，通过设定这个阈值，来屏蔽小于这个值时的碰撞伤害的发生。",[11,1706,1707],{},[139,1708,1709],{},"Max Chunk Speed",[11,1711,1712],{},"当这个值大于0时，碎片的运行速度将会依次为上限。",[11,1714,1715],{},[139,1716,1717],{},"Fracture Impulse Scale",[11,1719,1720],{},"定义物品破碎时碎片在法线方向的受力比例，这个力将会把碎片推离物体。",[11,1722,1723],{},[133,1724,1725],{},"Hierarchy Depth",[11,1727,1728],{},[139,1729,1730],{},"Support Depth",[11,1732,1733],{},"支撑深度，高于这个深度的碎片将会拥有非常精细的支撑效果，而低于这个深度的碎片将不会拥有支撑效果。这个设定将会增进运算的复杂度。",[11,1735,1736],{},[139,1737,1738],{},"Minimum Fracture Depth",[11,1740,1741],{},"低于这个深度的碎片将不会被破坏，这样能实现更好的支撑效果。当这个值大于最大破碎深度时，物体将不会破碎",[11,1743,1744],{},[139,1745,1746],{},"Enable Debis",[11,1748,1749],{},"开启碎屑，一些破碎深度很深，也就是很碎的碎片将被视为碎屑。",[11,1751,1752],{},[139,1753,1754],{},"Debirs Depth",[11,1756,1757],{},"碎片被认定为碎屑深度。",[11,1759,1760],{},[139,1761,1762],{},"Essential LOD Depth",[11,1764,1765],{},"只有高于这个深度的碎片才会被视为“重要”的，默认为0表示破碎深度0，即破碎前的物体。",[11,1767,1768],{},[139,1769,1770],{},"Depth Parameters",[11,1772,1773],{},"一个存储EImpactDamageOverride类型的数组，数组序列对应破碎深度。可以用于对碰撞破碎的伤害传递进行重载。",[11,1775,1776],{},[133,1777,1778],{},"Debris",[11,1780,1781],{},[139,1782,1783],{},"Debris Lifetime Min",[11,1785,1786],{},"碎屑最短生命周期。当碎屑到达生命周期时将会被系统删除。",[11,1788,1789],{},[139,1790,1791],{},"Debris Lifetime Max",[11,1793,1794],{},"碎屑最长生命周期",[11,1796,1797],{},[139,1798,1799],{},"Debris Max Separation Min",[11,1801,1802],{},"碎屑消亡距离最小值。当碎屑到达消亡距离时将会被系统删除。",[11,1804,1805],{},[139,1806,1807],{},"Debris Max Separation Max",[11,1809,1810],{},"碎屑消亡距离最大值",[11,1812,1813],{},"每一个单独的碎屑的生命周期和消亡距离都在对应的最小值和最大值之间。",[11,1815,1816],{},[139,1817,1818,1819],{},"ValidBounds",[536,1820,1821],{},"min,max",[11,1823,1824],{},"规定一个范围，当碎屑离开这个范围时将会被删除。",[11,1826,1827],{},[133,1828,1829],{},"Effects",[11,1831,1832],{},[139,1833,1834,1835],{},"Fracture Effects",[536,1836],{},[11,1838,1839],{},"特效设置，每一个元素的Index都对应相应的破碎深度。可以设置粒子以及声音效果。",[321,1841],{},[11,1843,1844],{},"物体破碎的逻辑相对简单，和游戏逻辑进行结合也很方便。如果和粒子系统结合的话，应该会有更好的效果。",{"title":79,"searchDepth":80,"depth":81,"links":1846},[],"2015-06-19",{"layout":89,"status":90,"published":91,"author":1849,"author_login":338,"author_email":339,"author_url":340,"wordpress_id":1850,"wordpress_url":1851,"date_gmt":1852,"excerpt":1853},{"display_name":338,"login":338,"email":339,"url":340},1301,"\u002F\u002F?p=1301","2015-06-19 09:11:01 +0000",{"type":8,"value":1854},[1855],[11,1856,1504],{},"\u002F2015-06-19-ue4物体破碎",{"title":1499,"description":1504},"_legacy\u002F2015\u002F2015-06-19-ue4%e7%89%a9%e4%bd%93%e7%a0%b4%e7%a2%8e",[352,1861,1862],"物理","破碎","U4xzoxstfihPzy96hFGxGC-roqkl8xBxfzJzj7f_LlU",{"id":1865,"title":1866,"body":1867,"date":2294,"description":1871,"extension":87,"meta":2295,"navigation":91,"path":2304,"seo":2305,"stem":2306,"tags":2307,"__hash__":2310},"blogs\u002F_legacy\u002F2015\u002F2015-06-15-ue4-materia-explore.md","UE4材质初探",{"type":8,"value":1868,"toc":2290},[1869,1872,1874,1877,1880,1883,1888,1891,1894,1899,1902,1907,1910,1915,1918,1921,1926,1929,1934,1937,1940,1945,1948,1953,1956,1961,1964,1969,1972,1975,1980,1983,1988,1991,1997,2002,2005,2010,2013,2018,2021,2026,2029,2034,2037,2042,2045,2048,2051,2056,2059,2065,2070,2073,2079,2084,2087,2093,2098,2107,2113,2118,2129,2134,2137,2142,2145,2153,2158,2161,2167,2172,2175,2181,2186,2189,2194,2197,2202,2205,2210,2213,2218,2221,2231,2236,2239,2244,2247,2252,2255,2260,2263,2268,2271,2276,2279,2285,2287],[11,1870,1871],{},"UE4的材质表面上看起来很简单，可是到了用的时候却总是没有办法实现好的效果。所以特意对文档进行阅读，初步了解了一下主要知识点。",[11,1873,1507],{},[11,1875,1876],{},"UE4中的材质有很多用途，可以用于光照、延迟渲染、粒子系统等等。由于暂时不会用到，目前只做了最基础的材质使用的研究，也就是说是Materia Type为Surface的情况。材质的最终输出节点上的可用项会随着功能选择的不同而有所不同。即便使用Materia Function使所有的引脚都是可用的也会在实际使用时根据选择而被禁用。",[21,1878,1879],{"id":1879},"材质输入引脚",[11,1881,1882],{},"材质中最为关键的是作为最终输出结果的引脚，根据情况的不同有的会使用，有的并不会被使用。",[11,1884,1885],{},[139,1886,1887],{},"基础颜色（Base Color）",[11,1889,1890],{},"定义材质的颜色，接受参数为Vector3(RGB)。颜色采用float形式，任何超出范围的输入数值都将被clamp到0～1的范围内。",[11,1892,1893],{},"相当于在摄影中使用偏光镜滤除由反射引起的杂光之后的物体的颜色。偏光镜的效果可参照以下对比图。",[11,1895,1896],{},[229,1897],{"alt":243,"src":1898},"\u002Fwp-content\u002Fuploads\u002F2015\u002F06\u002Fimage_thumb.png",[11,1900,1901],{},"右边为加了偏光镜后的效果。",[11,1903,1904],{},[139,1905,1906],{},"金属（Metallic）",[11,1908,1909],{},"定义材质接近金属的程度。0～1的范围由低到高的接近金属材质。从个人感官上，金属性决定的是类似于高光反射强度的参数。",[11,1911,1912],{},[139,1913,1914],{},"高光（Specular）",[11,1916,1917],{},"在大多数情况下保留默认的0.5即可的参数。调整的是非金属材质的高光反射强度，对金属材质无效。",[11,1919,1920],{},"经实际测试，在金属性为0.5时，这个参数几乎没有可视觉识别的影响。在金属性为0时可以为增加一定程度的高光反射。",[11,1922,1923],{},[139,1924,1925],{},"粗糙度（Roughness）",[11,1927,1928],{},"定义材质的粗糙程度。基本和现实生活中一样，数值越低的材质镜面反射的程度就越高，数值越高就倾向于漫反射。",[11,1930,1931],{},[139,1932,1933],{},"自发光颜色（Emissive Color）",[11,1935,1936],{},"定义材质自主发出光线的参数。超过1的数值将会被视为HDR参数，产生泛光的效果。",[11,1938,1939],{},"高动态范围成像（简称HDRI或HDR）是用来实现比普通图像技术更大曝光动态范围（即更大的明暗差别）的一组技术。高动态范围成像的目的就是要正确地表示真实世界中从太阳光直射到最暗的阴影这样大的范围亮度。",[11,1941,1942],{},[139,1943,1944],{},"不透明度（Opacity）",[11,1946,1947],{},"定义材质的不透明度。",[11,1949,1950],{},[139,1951,1952],{},"不透明蒙板（Opacity Mask）",[11,1954,1955],{},"只在Masked Blend模式可用的参数，与半透明度不同的是。不透明蒙板的输出结果只有可见和完全不可见两种。通常用于实现镂空之类的效果。",[11,1957,1958],{},[139,1959,1960],{},"普通（Normal）",[11,1962,1963],{},"其实是法线参数，通常用于连接法线贴图。UE4中文一直使用『普通』这个翻译，不知是否有什么深意……",[11,1965,1966],{},[139,1967,1968],{},"世界位置偏移（World Position Offset）",[11,1970,1971],{},"世界位置偏移参数使得材质可以控制网格在世界空间中的顶点位置。",[11,1973,1974],{},"使用时如果遇到剔除投影之类的错误，则需要放大网格的Scale Bounds，虽然这样做会导致效率下降。",[11,1976,1977],{},[139,1978,1979],{},"世界位移（World Displacement）",[11,1981,1982],{},"与上面的属性相似，不过世界位移只能在Tessellation属性有设置时才起作用的。",[11,1984,1985],{},[139,1986,1987],{},"多边形细分乘数（Tessellation Multiplier）",[11,1989,1990],{},"同样只有在设置了Tessellation属性时才可以使用，决定的是瓷砖贴片的个数。",[11,1992,1993],{},[229,1994],{"alt":1995,"src":1996},"DisplacementNetwork.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FMaterials\u002FMaterialInputs\u002FDisplacementNetwork.jpg",[11,1998,1999],{},[139,2000,2001],{},"次表面颜色（Subsurface Color）",[11,2003,2004],{},"只有Shading Model为Subsurface时才有效的引脚，用于模拟类似于人类皮肤这样在光线透过表面之后会有第二种表面颜色反射的情况。",[11,2006,2007],{},[139,2008,2009],{},"透明涂层（Clear Coat）",[11,2011,2012],{},"透明涂层通常用于模拟在材质的表面有一层薄的透明涂层的情况，如钢琴烤漆之类的效果。",[11,2014,2015],{},[139,2016,2017],{},"透明涂层粗糙度（Clear Coat Roughness）",[11,2019,2020],{},"决定透明涂层的粗糙度。",[11,2022,2023],{},[139,2024,2025],{},"环境遮挡（Ambient Occlusion）",[11,2027,2028],{},"用于连接AO贴图的引脚。",[11,2030,2031],{},[139,2032,2033],{},"折射（Refraction）",[11,2035,2036],{},"用于调整透明材质的折射率的。",[11,2038,2039],{},[139,2040,2041],{},"像素深度偏移（Pixel Depth Offset）",[11,2043,2044],{},"当前官方文档没有说明。",[21,2046,2047],{"id":2047},"常用节点",[11,2049,2050],{},"引擎提供了很多非常使用的节点，不过数目有点多，只能在实际使用中熟悉才能渐渐的掌握。下面列出的是可能会经常被用到的节点：",[11,2052,2053],{},[139,2054,2055],{},"Panner",[11,2057,2058],{},"对UV坐标进行平移，用于UV动画的实现。",[11,2060,2061],{},[229,2062],{"alt":2063,"src":2064},"PannerExample.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FMaterials\u002FExpressionReference\u002FCoordinates\u002FPannerExample.jpg",[11,2066,2067],{},[139,2068,2069],{},"Rotater",[11,2071,2072],{},"对UV坐标进行旋转，同样用于UV动画的实现。",[11,2074,2075],{},[229,2076],{"alt":2077,"src":2078},"RotatorExample.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FMaterials\u002FExpressionReference\u002FCoordinates\u002FRotatorExample.jpg",[11,2080,2081],{},[139,2082,2083],{},"BlackBody",[11,2085,2086],{},"这个节点可以对贴图应用一个黑体辐射效果，实际效果就像是过了一遍热成像扫描。",[11,2088,2089],{},[229,2090],{"alt":2091,"src":2092},"BlackBody.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FMaterials\u002FExpressionReference\u002FUtility\u002FBlackBody.jpg",[11,2094,2095],{},[139,2096,2097],{},"BumpOffset",[11,2099,2100,2101,2106],{},"这个节点用于实现",[212,2102,2105],{"href":2103,"rel":2104},"https:\u002F\u002Fzh.wikipedia.org\u002Fwiki\u002F%E8%A7%86%E5%B7%AE%E8%B4%B4%E5%9B%BE",[216],"视差贴图","，使得贴图更具有真实感。",[11,2108,2109],{},[229,2110],{"alt":2111,"src":2112},"BumpOffsetExample.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FMaterials\u002FExpressionReference\u002FUtility\u002FBumpOffsetExample.jpg",[11,2114,2115],{},[139,2116,2117],{},"ConstantBiasScale",[11,2119,2120,2121,2124,2125,2128],{},"这个节点将输入值加上一个值之后再乘上一个值。例如将正弦函数的结果由",[536,2122,2123],{},"-1~1","压制到",[536,2126,2127],{},"0~1","就可以使用1，0.5的参数来操作。",[11,2130,2131],{},[139,2132,2133],{},"Fresnel",[11,2135,2136],{},"这个节点将摄像机向量与网格法线向量进行点乘并应用到0～1的范围中。",[11,2138,2139],{},[229,2140],{"alt":243,"src":2141},"\u002Fwp-content\u002Fuploads\u002F2015\u002F06\u002Fimage_thumb1.png",[11,2143,2144],{},"当摄像机方向与网格的法线垂直时返回1，当方向一致时则返回0。Fresnel的计算在设置了法线贴图时则会使用法线贴图进行运算。这个节点可以用于区分边缘，例如玻璃材质就会使用到。",[11,2146,2147,2148,218],{},"详细的用法可参照官方教程：",[212,2149,2152],{"href":2150,"rel":2151},"https:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002FINT\u002FEngine\u002FRendering\u002FMaterials\u002FHowTo\u002FFresnel\u002Findex.html",[216],"Material - How To Use Fresnel in your Materials",[11,2154,2155],{},[139,2156,2157],{},"DepthFade",[11,2159,2160],{},"这个节点的作用是使得两个透明物体在叠加时显得更加自然。",[11,2162,2163],{},[229,2164],{"alt":2165,"src":2166},"DepthFade1.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FMaterials\u002FExpressionReference\u002FDepth\u002FDepthFade1.jpg",[11,2168,2169],{},[139,2170,2171],{},"DepthOfFieldFunction",[11,2173,2174],{},"这个节点的作用如其名称，提供景深的运算结果。0～1的范围代表从聚焦到模糊。",[11,2176,2177],{},[229,2178],{"alt":2179,"src":2180},"DepthOfFieldFunction_Texture.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FMaterials\u002FExpressionReference\u002FUtility\u002FDepthOfFieldFunction_Texture.jpg",[11,2182,2183],{},[139,2184,2185],{},"Desaturation",[11,2187,2188],{},"这个节点的作用是去色，会生成一个单调柔和的灰度图。",[11,2190,2191],{},[139,2192,2193],{},"Distance",[11,2195,2196],{},"这个节点的作用是计算两个输入值的距离。输入值可以是两个点、颜色、位置或者向量。",[11,2198,2199],{},[139,2200,2201],{},"FeatureLevelSwitch",[11,2203,2204],{},"这个节点允许对不同的设备使用不同的材质以保证材质在低运算率的设备上能够有平滑的切换。",[11,2206,2207],{},[139,2208,2209],{},"QualitySwitch",[11,2211,2212],{},"这个节点可以让材质在不同的视频设置下使用不同的数值。",[11,2214,2215],{},[139,2216,2217],{},"GIReplace",[11,2219,2220],{},"这个节点为材质提供在全域照明下产生不同间接光效果的方法。",[11,2222,2223,2227],{},[229,2224],{"alt":2225,"src":2226},"LPV_gi_replace.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FLightingAndShadows\u002FLightPropagationVolumes\u002FLPV_gi_replace.jpg",[229,2228],{"alt":2229,"src":2230},"LPV_bounce_color_override.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FLightingAndShadows\u002FLightPropagationVolumes\u002FLPV_bounce_color_override.png",[11,2232,2233],{},[139,2234,2235],{},"LightmassReplace",[11,2237,2238],{},"这个节点可以使得材质在被到处为光照用时使用一个不同的值。",[11,2240,2241],{},[139,2242,2243],{},"LinearInterpolate",[11,2245,2246],{},"就是Lerp，线性插值，基本上复杂的材质都会用到。",[11,2248,2249],{},[139,2250,2251],{},"Noise",[11,2253,2254],{},"这个节点的作用是生成噪波图。",[11,2256,2257],{},[139,2258,2259],{},"RotateAboutAxis",[11,2261,2262],{},"对给定的向量进行旋转，通常用于获得选择WorldPosition之后传递给WorldPositionOffset。",[11,2264,2265],{},[139,2266,2267],{},"SphereMask",[11,2269,2270],{},"这个节点在指定的位置生成一个球形并进行距离计算，圆心处为1，外围为0。",[11,2272,2273],{},[139,2274,2275],{},"AntialiasedTextureMask",[11,2277,2278],{},"对输入进行抗锯齿运算。",[11,2280,2281],{},[229,2282],{"alt":2283,"src":2284},"AAMasked_Demo.png","http:\u002F\u002Fdocs.unrealengine.com\u002Flatest\u002Fimages\u002FEngine\u002FRendering\u002FMaterials\u002FExpressionReference\u002FUtility\u002FAAMasked_Demo.jpg",[321,2286],{},[11,2288,2289],{},"到此初步探索就算是完成了，要一下子实现自己想到的材质效果还是有点难度的，不过至少不会茫然了。想要对材质更加的熟悉，需要的大概是更多的经验的积累。",{"title":79,"searchDepth":80,"depth":81,"links":2291},[2292,2293],{"id":1879,"depth":80,"text":1879},{"id":2047,"depth":80,"text":2047},"2015-06-15",{"layout":89,"status":90,"published":91,"author":2296,"author_login":338,"author_email":339,"author_url":340,"wordpress_id":2297,"wordpress_url":2298,"date_gmt":2299,"excerpt":2300},{"display_name":338,"login":338,"email":339,"url":340},1289,"\u002F\u002F?p=1289","2015-06-15 12:42:54 +0000",{"type":8,"value":2301},[2302],[11,2303,1871],{},"\u002F2015-06-15-ue4-materia-explore",{"title":1866,"description":1871},"_legacy\u002F2015\u002F2015-06-15-ue4-materia-explore",[352,2308,2309],"Materia","材质","tuwtGbBuuLWCBpfXxhazwtnNDMHV5QoRCkMhW4Ch2d8",222,1788763184238]