[{"data":1,"prerenderedAt":238},["ShallowReactive",2],{"page-Decal Materia-1":3,"page-count-Decal Materia":237},[4],{"id":5,"title":6,"body":7,"date":212,"description":13,"extension":213,"meta":214,"navigation":217,"path":229,"seo":230,"stem":231,"tags":232,"__hash__":236},"blogs\u002F_legacy\u002F2015\u002F2015-07-07-ue4-projectile-visual-effects.md","UE4子弹特效",{"type":8,"value":9,"toc":199},"minimark",[10,14,17,27,30,34,37,41,57,68,92,95,98,101,107,110,118,121,126,129,132,139,144,151,157,166,175,178,181,184,187,190,193,196],[11,12,13],"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。",[11,15,16],{},"当前UE4版本4.8.1。",[11,18,19,20,26],{},"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：",[21,22,23],"a",{"href":23,"rel":24,"title":23},"https:\u002F\u002Fwiki.unrealengine.com\u002FProjectile_Visual_Effects",[25],"nofollow","（教程中有提供相关文件的下载）。",[11,28,29],{},"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。",[31,32,33],"h2",{"id":33},"着弹特效",[11,35,36],{},"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。",[38,39,40],"h3",{"id":40},"闪光",[11,42,43,44,48,49,52,53,56],{},"闪光特效使用T_Hit.tga贴图来制作材质。材质类型修改为",[45,46,47],"strong",{},"Translucency","，同时，为了保证闪光特效始终显示在表层，将",[45,50,51],{},"Disable Depth Test","设置为",[45,54,55],{},"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。",[11,58,59,64,65],{},[60,61],"img",{"alt":62,"src":63},"image","\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb14.png"," ",[60,66],{"alt":62,"src":67},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb15.png",[11,69,70,71,74,75,79,80,83,84,87,88,91],{},"新建一个粒子系统，并在",[45,72,73],{},"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",[21,76,78],{"href":77},"\u002F2015-07-06-ue4-particle-official-tutorial-summary\u002F","之前的教程","中的建议，删除",[45,81,82],{},"Color Over Life","模块，替换为",[45,85,86],{},"Initial Color","与",[45,89,90],{},"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。",[38,93,94],{"id":94},"烟雾",[11,96,97],{},"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。",[11,99,100],{},"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。",[11,102,103,104,106],{},"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",[45,105,73],{},"模块对MacroUV属性进行修改。",[38,108,109],{"id":109},"破片",[11,111,112,113,117],{},"破片效果主要使用",[21,114,116],{"href":115},"\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。",[11,119,120],{},"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。",[11,122,123],{},[60,124],{"alt":62,"src":125},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb16.png",[11,127,128],{},"由于碎片较小，很难观察出有什么不同……",[31,130,131],{"id":131},"拖曳",[11,133,134,135,138],{},"拖拽特效同样通过粒子进行实现。使用的是",[45,136,137],{},"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：",[11,140,141],{},[60,142],{"alt":62,"src":143},"\u002Fwp-content\u002Fuploads\u002F2015\u002F07\u002Fimage_thumb17.png",[11,145,146,147,150],{},"这一部分在操作是需要注意的是，必须删除",[45,148,149],{},"Initial Velocity","模块。由于教程中没有明言，会导致结果与预期的不同。",[11,152,153,154,156],{},"还有一个示例工程的不同之处在",[45,155,73],{},"模块中：",[11,158,159,52,162,165],{},[45,160,161],{},"Screen AlignMent",[45,163,164],{},"Facing Camera Position","；",[11,167,168,52,171,174],{},[45,169,170],{},"Sort Mode",[45,172,173],{},"Distance to View","。",[31,176,177],{"id":177},"弹痕与子弹",[11,179,180],{},"弹痕的特效使用Decal Materia进行实现。",[11,182,183],{},"材质中使用快速方法生成了测试用的替代法线贴图。",[11,185,186],{},"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。",[31,188,189],{"id":189},"蓝图",[11,191,192],{},"实际的对上面生成的特效进行使用测试。",[11,194,195],{},"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。",[11,197,198],{},"开始调试，就能看到相当不错的子弹特效了。",{"title":200,"searchDepth":201,"depth":202,"links":203},"",2,3,[204,209,210,211],{"id":33,"depth":201,"text":33,"children":205},[206,207,208],{"id":40,"depth":202,"text":40},{"id":94,"depth":202,"text":94},{"id":109,"depth":202,"text":109},{"id":131,"depth":201,"text":131},{"id":177,"depth":201,"text":177},{"id":189,"depth":201,"text":189},"2015-07-07","md",{"layout":215,"status":216,"published":217,"author":218,"author_login":219,"author_email":220,"author_url":221,"wordpress_id":222,"wordpress_url":223,"date_gmt":224,"excerpt":225},"post","publish",true,{"display_name":219,"login":219,"email":220,"url":221},"chaoshikari","chaoshikari@gmail.com","\u002F",1397,"\u002F\u002F?p=1397","2015-07-07 09:54:58 +0000",{"type":8,"value":226},[227],[11,228,13],{},"\u002F2015-07-07-ue4-projectile-visual-effects",{"title":6,"description":13},"_legacy\u002F2015\u002F2015-07-07-ue4-projectile-visual-effects",[233,234,235],"UE4","粒子","Decal Materia","FT9OoEznMygJjKnaEZBv9Uujm4xFmKdhSdoDaUoOG5Y",1,1788763180792]