[{"data":1,"prerenderedAt":1364},["ShallowReactive",2],{"page-Beam-1":3,"page-count-Beam":1363},[4],{"id":5,"title":6,"body":7,"date":1339,"description":13,"extension":1340,"meta":1341,"navigation":1344,"path":1356,"seo":1357,"stem":1358,"tags":1359,"__hash__":1362},"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":8,"value":9,"toc":1321},"minimark",[10,14,17,20,25,28,34,40,43,48,51,56,59,64,67,72,75,80,83,88,91,96,99,104,107,149,154,159,162,167,171,174,179,184,187,223,228,231,236,239,244,249,252,257,260,265,268,273,276,281,284,288,291,298,303,306,311,316,319,324,328,331,336,339,375,380,384,387,392,397,400,430,435,438,443,447,450,455,458,488,492,494,498,501,506,511,514,519,522,527,530,535,538,543,546,551,554,559,562,567,570,575,578,583,586,591,594,599,602,607,610,615,618,623,626,631,634,639,642,647,650,655,658,662,664,668,671,675,680,683,735,740,743,748,751,755,758,763,766,771,774,816,821,824,829,832,837,840,845,848,852,854,858,861,865,870,873,916,921,924,929,932,936,939,944,947,952,955,993,998,1001,1006,1009,1014,1017,1022,1024,1029,1032,1035,1038,1049,1052,1055,1066,1069,1074,1077,1080,1083,1088,1091,1208,1211,1216,1219,1222,1225,1307,1310,1315,1318],[11,12,13],"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。",[11,15,16],{},"当前UE4版本：4.8.1。",[11,18,19],{},"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。",[21,22,24],"h2",{"id":23},"beam-data-type","Beam Data Type",[11,26,27],{},"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。",[11,29,30],{},[31,32,33],"em",{},"Beam",[11,35,36],{},[37,38,39],"strong",{},"Beam Method",[11,41,42],{},"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。",[11,44,45],{},[37,46,47],{},"Texture Tile",[11,49,50],{},"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。",[11,52,53],{},[37,54,55],{},"Texutre Tile Distance",[11,57,58],{},"每一个粒子材质平铺的宽度，为0时关闭设置。",[11,60,61],{},[37,62,63],{},"Sheets",[11,65,66],{},"沿着光束所渲染的面片的数量。",[11,68,69],{},[37,70,71],{},"Max Beam Count",[11,73,74],{},"光束的数量上限。",[11,76,77],{},[37,78,79],{},"Speed",[11,81,82],{},"光束的速度，为0时则直接跳转。",[11,84,85],{},[37,86,87],{},"Interpolation Points",[11,89,90],{},"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。",[11,92,93],{},[37,94,95],{},"Always On",[11,97,98],{},"当打开这个开关时，发射器将会保证始终有粒子是存活的。",[11,100,101],{},[37,102,103],{},"Up Vector Step Size",[11,105,106],{},"决定光束的Up向量的方法",[108,109,110,121],"table",{},[111,112,113],"thead",{},[114,115,116,119],"tr",{},[117,118],"th",{},[117,120],{},[122,123,124,133,141],"tbody",{},[114,125,126,130],{},[127,128,129],"td",{},"0",[127,131,132],{},"在光束的每一个点进行计算",[114,134,135,138],{},[127,136,137],{},"1",[127,139,140],{},"在光束的开始点计算并应用到所有点",[114,142,143,146],{},[127,144,145],{},"N",[127,147,148],{},"插值N个点并计算（当前未实现）",[11,150,151],{},[31,152,153],{},"Branching",[11,155,156],{},[37,157,158],{},"Branch Parent Name",[11,160,161],{},"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。",[11,163,164],{},[31,165,166],{},"Distance",[11,168,169],{},[37,170,166],{},[11,172,173],{},"光束的传播距离，Beam Method为Distance时有效。",[11,175,176],{},[31,177,178],{},"Taper",[11,180,181],{},[37,182,183],{},"Taper Method",[11,185,186],{},"光束随着长度变少的方式。",[108,188,189,197],{},[111,190,191],{},[114,192,193,195],{},[117,194],{},[117,196],{},[122,198,199,207,215],{},[114,200,201,204],{},[127,202,203],{},"None",[127,205,206],{},"光束不会变少",[114,208,209,212],{},[127,210,211],{},"Full",[127,213,214],{},"从源到目标点之间变少，无视长度，相对计算。",[114,216,217,220],{},[127,218,219],{},"Partial",[127,221,222],{},"从源到位置之间变少，源为0，位置点为1",[11,224,225],{},[37,226,227],{},"Taper Factor",[11,229,230],{},"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。",[11,232,233],{},[37,234,235],{},"Taper Scale",[11,237,238],{},"光束变少缩放。缩放为Taper Factor与Taper Scale的乘积。",[11,240,241],{},[31,242,243],{},"Rendering",[11,245,246],{},[37,247,248],{},"Render Geometry",[11,250,251],{},"是否渲染光束的几何体。",[11,253,254],{},[37,255,256],{},"Render Direct Line",[11,258,259],{},"调试用。在源点和目标点之间绘制一条线。",[11,261,262],{},[37,263,264],{},"Render Lines",[11,266,267],{},"调试用。沿着光束渲染生成线。",[11,269,270],{},[37,271,272],{},"Render Tessellation",[11,274,275],{},"调试用。绘制源和目标之间的细分路径。",[11,277,278],{},[31,279,280],{},"Cascade",[11,282,283],{},"通用编辑器属性",[21,285,287],{"id":286},"beam-modules","Beam Modules",[11,289,290],{},"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：",[11,292,293],{},[294,295],"img",{"alt":296,"src":297},"image","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb7.png",[299,300,302],"h3",{"id":301},"beam-modifier","Beam Modifier",[11,304,305],{},"光束修改器。用于修改光束的源点或目标点的属性。",[11,307,308],{},[31,309,310],{},"Modifier",[11,312,313],{},[37,314,315],{},"Modifier Type",[11,317,318],{},"设定修改器的修改目标。Source为源点，Target为目标点。",[11,320,321],{},[31,322,323],{},"Position",[11,325,326],{},[37,327,323],{},[11,329,330],{},"修改位置值，可锁定坐标。",[11,332,333],{},[37,334,335],{},"Position Options",[11,337,338],{},"与Position属性关联的选项",[108,340,341,349],{},[111,342,343],{},[114,344,345,347],{},[117,346],{},[117,348],{},[122,350,351,359,367],{},[114,352,353,356],{},[127,354,355],{},"Modify",[127,357,358],{},"选中才应用修改",[114,360,361,364],{},[127,362,363],{},"Scale",[127,365,366],{},"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",[114,368,369,372],{},[127,370,371],{},"Lock",[127,373,374],{},"选中是粒子生命周期中该数值将被锁定",[11,376,377],{},[31,378,379],{},"Tangent",[11,381,382],{},[37,383,379],{},[11,385,386],{},"修改切线，可锁定坐标。通过切线来决定运算基础线的弧度。",[11,388,389],{},[294,390],{"alt":296,"src":391},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb8.png",[11,393,394],{},[37,395,396],{},"Tangent Options",[11,398,399],{},"与Tangent属性关联的选项",[108,401,402,410],{},[111,403,404],{},[114,405,406,408],{},[117,407],{},[117,409],{},[122,411,412,418,424],{},[114,413,414,416],{},[127,415,355],{},[127,417,358],{},[114,419,420,422],{},[127,421,363],{},[127,423,366],{},[114,425,426,428],{},[127,427,371],{},[127,429,374],{},[11,431,432],{},[37,433,434],{},"Absolute Tangent",[11,436,437],{},"在世界空间中使用绝对切线。",[11,439,440],{},[31,441,442],{},"Strength",[11,444,445],{},[37,446,442],{},[11,448,449],{},"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。",[11,451,452],{},[37,453,454],{},"Strength Options",[11,456,457],{},"与Strength属性关联的选项",[108,459,460,468],{},[111,461,462],{},[114,463,464,466],{},[117,465],{},[117,467],{},[122,469,470,476,482],{},[114,471,472,474],{},[127,473,355],{},[127,475,358],{},[114,477,478,480],{},[127,479,363],{},[127,481,366],{},[114,483,484,486],{},[127,485,371],{},[127,487,374],{},[11,489,490],{},[31,491,280],{},[11,493,283],{},[299,495,497],{"id":496},"noise","Noise",[11,499,500],{},"在光束上加上噪波影响的模块。",[11,502,503],{},[31,504,505],{},"Low Freq",[11,507,508],{},[37,509,510],{},"Low Freq Enabled",[11,512,513],{},"是否打开低频噪波",[11,515,516],{},[37,517,518],{},"Frequency",[11,520,521],{},"噪波的频率",[11,523,524],{},[37,525,526],{},"Frequency Low Range",[11,528,529],{},"噪波频率下界，当非0有效。",[11,531,532],{},[37,533,534],{},"Noise Range",[11,536,537],{},"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。",[11,539,540],{},[37,541,542],{},"Noise Range Scale",[11,544,545],{},"噪波范围缩放。",[11,547,548],{},[37,549,550],{},"NRScale Emitter Time",[11,552,553],{},"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。",[11,555,556],{},[37,557,558],{},"Noise Speed",[11,560,561],{},"噪波速度，噪点的移动速度。只有Smooth打开时才有效。",[11,563,564],{},[37,565,566],{},"Smooth",[11,568,569],{},"打开时会在噪点发生之后会进行平滑的移动。",[11,571,572],{},[37,573,574],{},"Noise Lock Radius",[11,576,577],{},"噪波锁定半径。防止生成的噪点过于接近。",[11,579,580],{},[37,581,582],{},"Oscillate",[11,584,585],{},"噪波摆动。如果开启，则噪点在发射线两端摆动。",[11,587,588],{},[37,589,590],{},"Noise Lock Time",[11,592,593],{},"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。",[11,595,596],{},[37,597,598],{},"Noise Tension",[11,600,601],{},"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。",[11,603,604],{},[37,605,606],{},"Use Noise Tangent",[11,608,609],{},"使用噪波切线。如果开启则会计算每一个噪点的切线。",[11,611,612],{},[37,613,614],{},"Noise Tangent Strenth",[11,616,617],{},"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。",[11,619,620],{},[37,621,622],{},"Noise Tessellagtion",[11,624,625],{},"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。",[11,627,628],{},[37,629,630],{},"Target Noise",[11,632,633],{},"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。",[11,635,636],{},[37,637,638],{},"Frequency Distance",[11,640,641],{},"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。",[11,643,644],{},[37,645,646],{},"Apply Noise Scale",[11,648,649],{},"噪波缩放开关。",[11,651,652],{},[37,653,654],{},"Noise Scale",[11,656,657],{},"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。",[11,659,660],{},[31,661,280],{},[11,663,283],{},[299,665,667],{"id":666},"source","Source",[11,669,670],{},"源点，当未指定这个模块时发射器位置将会作为源点。",[11,672,673],{},[31,674,667],{},[11,676,677],{},[37,678,679],{},"Source Method",[11,681,682],{},"源点方式。",[108,684,685,693],{},[111,686,687],{},[114,688,689,691],{},[117,690],{},[117,692],{},[122,694,695,703,711,719,727],{},[114,696,697,700],{},[127,698,699],{},"Default",[127,701,702],{},"使用Source的设定值",[114,704,705,708],{},[127,706,707],{},"UserSet",[127,709,710],{},"用户指定，常用于武器",[114,712,713,716],{},[127,714,715],{},"Emitter",[127,717,718],{},"使用发射器位置",[114,720,721,724],{},[127,722,723],{},"Particle",[127,725,726],{},"使用其他发射器的粒子",[114,728,729,732],{},[127,730,731],{},"Actor",[127,733,734],{},"使用Actor对象位置",[11,736,737],{},[37,738,739],{},"Source Name",[11,741,742],{},"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。",[11,744,745],{},[37,746,747],{},"Source Absolute",[11,749,750],{},"使用源点绝对位置，亦即不进行变换。",[11,752,753],{},[37,754,667],{},[11,756,757],{},"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。",[11,759,760],{},[37,761,762],{},"Lock Source",[11,764,765],{},"在粒子生命周期中锁定源点。",[11,767,768],{},[37,769,770],{},"Source Tangent Method",[11,772,773],{},"源切线方法。",[108,775,776,784],{},[111,777,778],{},[114,779,780,782],{},[117,781],{},[117,783],{},[122,785,786,794,801,809],{},[114,787,788,791],{},[127,789,790],{},"Direct",[127,792,793],{},"使用源与目标的连线",[114,795,796,798],{},[127,797,707],{},[127,799,800],{},"用户指定",[114,802,803,806],{},[127,804,805],{},"Distribution",[127,807,808],{},"使用SourceTangent的设定值",[114,810,811,813],{},[127,812,715],{},[127,814,815],{},"使用发射器的朝向",[11,817,818],{},[37,819,820],{},"Source Tangent",[11,822,823],{},"源切线的设定值。",[11,825,826],{},[37,827,828],{},"Lock Source Tangent",[11,830,831],{},"在粒子生命周期中锁定源切线值。",[11,833,834],{},[37,835,836],{},"Source Strength",[11,838,839],{},"切线力量强度。",[11,841,842],{},[37,843,844],{},"Lock Source Strength",[11,846,847],{},"在粒子生命周期中锁定切线强度。",[11,849,850],{},[31,851,280],{},[11,853,283],{},[299,855,857],{"id":856},"target","Target",[11,859,860],{},"目标点。",[11,862,863],{},[31,864,857],{},[11,866,867],{},[37,868,869],{},"Target Method",[11,871,872],{},"目标点方式。",[108,874,875,883],{},[111,876,877],{},[114,878,879,881],{},[117,880],{},[117,882],{},[122,884,885,892,898,904,910],{},[114,886,887,889],{},[127,888,699],{},[127,890,891],{},"使用Target的设定值",[114,893,894,896],{},[127,895,707],{},[127,897,710],{},[114,899,900,902],{},[127,901,715],{},[127,903,718],{},[114,905,906,908],{},[127,907,723],{},[127,909,726],{},[114,911,912,914],{},[127,913,731],{},[127,915,734],{},[11,917,918],{},[37,919,920],{},"Target Name",[11,922,923],{},"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。",[11,925,926],{},[37,927,928],{},"Target Absolute",[11,930,931],{},"使用目标点绝对位置，亦即不进行变换。",[11,933,934],{},[37,935,857],{},[11,937,938],{},"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。",[11,940,941],{},[37,942,943],{},"Lock Target",[11,945,946],{},"在粒子生命周期中锁定目标点。",[11,948,949],{},[37,950,951],{},"Target Tangent Method",[11,953,954],{},"目标切线方法。",[108,956,957,965],{},[111,958,959],{},[114,960,961,963],{},[117,962],{},[117,964],{},[122,966,967,974,980,987],{},[114,968,969,971],{},[127,970,790],{},[127,972,973],{},"使用目标与目标的连线",[114,975,976,978],{},[127,977,707],{},[127,979,800],{},[114,981,982,984],{},[127,983,805],{},[127,985,986],{},"使用TargetTangent的设定值",[114,988,989,991],{},[127,990,715],{},[127,992,815],{},[11,994,995],{},[37,996,997],{},"Target Tangent",[11,999,1000],{},"目标切线的设定值。",[11,1002,1003],{},[37,1004,1005],{},"Lock Target Tangent",[11,1007,1008],{},"在粒子生命周期中锁定目标切线值。",[11,1010,1011],{},[37,1012,1013],{},"Target Strength",[11,1015,1016],{},"切线强度。",[11,1018,1019],{},[37,1020,1021],{},"Lock Target Strength",[11,1023,847],{},[11,1025,1026],{},[37,1027,1028],{},"Lock Radius",[11,1030,1031],{},"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。",[21,1033,1034],{"id":1034},"应用",[11,1036,1037],{},"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。",[11,1039,1040,1041,1048],{},"参照官方社区的教程",[1042,1043,1047],"a",{"href":1044,"rel":1045},"https:\u002F\u002Fwiki.unrealengine.com\u002FBeam_Particle_(Tutorial)",[1046],"nofollow","Beam Particle (Tutorial)","进行操作，是一个类似于放电现象的光束粒子。",[299,1050,1051],{"id":1051},"材质",[11,1053,1054],{},"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：",[11,1056,1057,1061,1062],{},[294,1058],{"alt":1059,"src":1060},"BeamPulse","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002FBeamPulse_thumb.png"," ",[294,1063],{"alt":1064,"src":1065},"BaseBeam","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002FBaseBeam_thumb.png",[11,1067,1068],{},"将材质导入UE4制作成为如下的贴图：",[11,1070,1071],{},[294,1072],{"alt":296,"src":1073},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb9.png",[11,1075,1076],{},"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。",[299,1078,1079],{"id":1079},"粒子系统",[11,1081,1082],{},"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。",[11,1084,1085],{},[294,1086],{"alt":296,"src":1087},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb10.png",[11,1089,1090],{},"然后参照下表修改各个模块的属性：",[108,1092,1093,1103],{},[111,1094,1095],{},[114,1096,1097,1099,1101],{},[117,1098],{},[117,1100],{},[117,1102],{},[122,1104,1105,1116,1127,1137,1148,1158,1169,1179,1188,1198],{},[114,1106,1107,1110,1113],{},[127,1108,1109],{},"属性",[127,1111,1112],{},"值",[127,1114,1115],{},"目的",[114,1117,1118,1123,1125],{},[127,1119,1120],{},[37,1121,1122],{},"Lifetime Module",[127,1124],{},[127,1126],{},[114,1128,1129,1132,1134],{},[127,1130,1131],{},"Lifetime",[127,1133,129],{},[127,1135,1136],{},"使得光束粒子一直存在。",[114,1138,1139,1144,1146],{},[127,1140,1141],{},[37,1142,1143],{},"Beam Data Module",[127,1145],{},[127,1147],{},[114,1149,1150,1152,1155],{},[127,1151,39],{},[127,1153,1154],{},"PEB2M_Distance",[127,1156,1157],{},"光束将沿着X轴方向发射，便于观察效果",[114,1159,1160,1163,1166],{},[127,1161,1162],{},"Texture Tile Distance",[127,1164,1165],{},"500",[127,1167,1168],{},"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",[114,1170,1171,1173,1176],{},[127,1172,71],{},[127,1174,1175],{},"3",[127,1177,1178],{},"光束个数为3，便于之后添加噪波效果。",[114,1180,1181,1183,1185],{},[127,1182,79],{},[127,1184,129],{},[127,1186,1187],{},"粒子立刻到达目标点",[114,1189,1190,1192,1195],{},[127,1191,87],{},[127,1193,1194],{},"50",[127,1196,1197],{},"加强下一步噪波的特效",[114,1199,1200,1202,1205],{},[127,1201,166],{},[127,1203,1204],{},"1000",[127,1206,1207],{},"光束的发射距离为1000，使得光束足够长",[11,1209,1210],{},"上面的属性设定完成后粒子系统的效果类似下图。",[11,1212,1213],{},[294,1214],{"alt":296,"src":1215},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb11.png",[299,1217,1218],{"id":1218},"增加噪波",[11,1220,1221],{},"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。",[11,1223,1224],{},"噪波模块的属性设置如下：",[108,1226,1227,1237],{},[111,1228,1229],{},[114,1230,1231,1233,1235],{},[117,1232],{},[117,1234],{},[117,1236],{},[122,1238,1239,1247,1257,1267,1276,1286,1297],{},[114,1240,1241,1243,1245],{},[127,1242,1109],{},[127,1244,1112],{},[127,1246,1115],{},[114,1248,1249,1251,1254],{},[127,1250,518],{},[127,1252,1253],{},"30",[127,1255,1256],{},"噪波频率",[114,1258,1259,1261,1264],{},[127,1260,510],{},[127,1262,1263],{},"选中",[127,1265,1266],{},"打开噪波特效",[114,1268,1269,1271,1274],{},[127,1270,534],{},[127,1272,1273],{},"Vector Uniform distribution",[127,1275],{},[114,1277,1278,1281,1284],{},[127,1279,1280],{},"Min:( 0, -50, -50) Max:( 0, 50, 50)",[127,1282,1283],{},"噪点能够离开光束的范围",[127,1285],{},[114,1287,1288,1291,1294],{},[127,1289,1290],{},"Noise Tessellation",[127,1292,1293],{},"10",[127,1295,1296],{},"使得噪波之后的光束之间的连接变得平滑",[114,1298,1299,1301,1304],{},[127,1300,638],{},[127,1302,1303],{},"100",[127,1305,1306],{},"获得合理的噪点个数",[11,1308,1309],{},"最终效果如下：",[11,1311,1312],{},[294,1313],{"alt":296,"src":1314},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb12.png",[299,1316,1317],{"id":1317},"属性测试",[11,1319,1320],{},"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":1322,"searchDepth":1323,"depth":1324,"links":1325},"",2,3,[1326,1327,1333],{"id":23,"depth":1323,"text":24},{"id":286,"depth":1323,"text":287,"children":1328},[1329,1330,1331,1332],{"id":301,"depth":1324,"text":302},{"id":496,"depth":1324,"text":497},{"id":666,"depth":1324,"text":667},{"id":856,"depth":1324,"text":857},{"id":1034,"depth":1323,"text":1034,"children":1334},[1335,1336,1337,1338],{"id":1051,"depth":1324,"text":1051},{"id":1079,"depth":1324,"text":1079},{"id":1218,"depth":1324,"text":1218},{"id":1317,"depth":1324,"text":1317},"2015-07-04","md",{"layout":1342,"status":1343,"published":1344,"author":1345,"author_login":1346,"author_email":1347,"author_url":1348,"wordpress_id":1349,"wordpress_url":1350,"date_gmt":1351,"excerpt":1352},"post","publish",true,{"display_name":1346,"login":1346,"email":1347,"url":1348},"chaoshikari","chaoshikari@gmail.com","\u002F",1367,"\u002F\u002F?p=1367","2015-07-04 05:24:03 +0000",{"type":8,"value":1353},[1354],[11,1355,13],{},"\u002F2015-07-04-ue4-beamtype-particle-module",{"title":6,"description":13},"_legacy\u002F2015\u002F2015-07-04-ue4-beamtype-particle-module",[1360,1361,33],"UE4","粒子","a__oXoVRCC9pe-Fhjs6Jbix_E7m_yztyrVJCxWFD8nM",1,1788763180816]