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[Unity 组件参考手册]桌面:树木生成器指南之树木生成器结构

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发表于 2013-2-16 22:35:04 |只看该作者 |倒序浏览
The Tree Creator's inspector is split into three different panes: Hierarchy, Editing Tools and Properties.树的创建者的检查视图被分成三个不同的窗格:层次,编辑工具和属性。
【Hierarchy 层级视图】The hierarchy view is where you start building your tree. It shows a schematic representation of the tree, where each box is a group of nodes. By selecting one of the groups in the hierarchy you can modify its properties. You may also add or remove groups by clicking one of the buttons in the toolbar below the hierarchy.就是你开始建立你的树的层次结构视图。它显示了一个示意图的树,其中每个方块是一组节点。选择在层次结构中的组之一,你可以修改其属性。通过点击其中一个按钮在工具栏下方的层次结构,您还可以添加或删除组。 This hierarchy represents a tree with one ***nk, 25 child branches. Child branches have in total 70 fronds attached, 280 leaves and 25 fronds with branches. Node representing the last group is selected. Also the ***nk has 25 leaves of one type and 15 of another type, the last group is hidden.这种层次结构树的一个分支,25的子分支。共70叶状附,280叶和25个叶片,用树枝子分支。最后一组的节点被选中。另外树干25一种类型的叶片和15的另一种类型的,最后一组已被隐藏。    Tree Stats 树状态
    Status information about your tree, tells you how many vertices, triangles and materials the tree has.
    你的树的状态信息,告诉你树还有多少个顶点,三角形和材质。
    Delete Node 删除节点
    Deletes the currently selected group in the Hierarchy or a node or a spline point in the Scene View.
    删除当前选定的组层次结构中的一个节点或样条曲线点在场景视图中。
    Copy Node 复制节点
    Copies the currently selected group.
    复制当前选择的组。
    Add Branch 添加分支
    Adds a branch group node to the currently selected group node.
    添加一个分支节点到当前选定的组节点。
    Add Leaf 添加树叶
    Adds a leaf group node to the currently selected group node.
    添加一个树叶节点到当前选定的组节点。
    External Reload 外部加载
    Recomputes the whole tree, should be used when the source materials have changed or when a mesh used in Mesh Geometry Mode on leaves has changed.
    重新计算整个树,源材质时,应使用已经改变或更改时所用的网格在叶片上的网格几何体模式。 Nodes in the tree hierarchy represent groups of elements in the tree itself, i.e. branches, leaves or fronds. There are 5 types of nodes:树的层次结构中的节点代表一组树中的元素,即枝,叶或叶片。有5种类型的节点:
Root Node: 根节点This is the starting point of a tree. It determines the global parameters for a tree, such as: quality, seed to diversify the trees, ambient occlusion and some material properties.这是树的起点。它确定的全局参数的一棵树,如:质量,种子的多样化树木,周围的遮挡和一些材料属性。
Branch Nodes 分支节点First branch group node attached to the root node creates ***nk(s). The following branch nodes will create child branches. Various shape, growth and breaking parameters can be set on this type of node.首先分支组节点连接到根节点创建主干。下面的分支节点创建的子分支。各种形态,生长和断裂参数可以设置这种类型的节点。
Leaf Node 树叶节点Leaves can be attached to a root node (e.g. for small bushes) or to branch nodes. Leaves are final nodes, meaning no other nodes can be attached to them. Various geometry and distribution parameters can be set on this type of a node.叶片可以附加到根节点(如小灌木)或分支节点。叶最终节点,这意味着没有其他节点可以连接到他们。各种几何形状和分布参数可以设置这种类型的一个节点上。
Frond Node 叶节点It has a similar behavior as the branch node, with some of the shape properties disabled and frond specific ones added.它有一个类似的行为作为分支节点,与一些的形状属性禁用并叶状体的特定加入。
Branch + Frond Node 分支+叶节点This kind of node is a mixture of a branch and a frond, with properties of both types being accessible.这种节点是分支和藻体的混合物,被访问的两种类型的属性。
【Node Parameters 节点参数】    Number at the top right of each node represents the number of elements this node created in the tree. The value is related to the frequency parameter from the Distribution tab.
    在右上方的每个节点的编号表示的元素在树中创建此节点的数目。该值是由分布"选项卡有关的频率参数。
    A node can be visible () or invisible ().
    节点是可见的()或无形的()。
    If a node was edited manually (branch splines or leaves were manipulated in the Scene View) a warning sign will appear over the node (). In such a case some procedural properties will be disabled.
    如果一个节点手动编辑(支花键或树叶被操纵在场景视图中)的警告标志将出现在节点上()。在这样的情况下的一些程序的属性将被禁用。 【Editing Tools 编辑工具】
While the Tree Creator works with procedural elements, you can decide at any time to modify them by hand to achieve the exact positioning and shape of elements you want.而树创造者与程序元素的作品,你可以决定在任何时候修改它们用手来实现精确的定位和塑造你想要的元素。Once you have edited a group by hand, certain procedural properties will no longer be available. You can, however, always revert it to a procedural group by clicking the button displayed in the Branch/Leaf Group Properties.一旦你用手已经编辑了一组,某些程序的性能将不再可用。 但是,您可以随时恢复到一个程序组,通过点击按钮显示在分支/叶组的属性。    Move 移动
    Select a node or a spline point in the Scene View. Dragging the node allows you to move it along and around its parent. Spline points can be moved using the normal move handles.
    在场景视图中选择一个节点或样条曲线点。拖动节点允许你将它一起移动,并围绕其父节点。样条曲线可以使用普通拖动手来移动。
    Rotate 旋转
    Select a node or a spline point in the Scene View. Both will show the normal rotation handles.
    在场景视图中选择一个节点或样条曲线点。双方将显示该正常旋转手柄。
    Free Hand Drawing 徒手画
    Click on a spline point and drag the mouse to draw a new shape. Release the mouse to complete the drawing. Drawing always happens on a plane perpendicular to the viewing direction.
    点住样条曲线点并拖动鼠标绘制一个新的形状。松开鼠标完成绘制。制图总是发生在垂直的平面内的观察方向。  【Global Tree Properties 全局树的属性】Every tree has a root node which contains the global properties. This is the least complex group type, but it contains some important properties that control the rendering and generation of the entire tree.每棵树有一个根节点,其中包含的全局属性。这是最复杂的组类型,但它包含了一些重要的属性,控制整个树的渲染和生殖。
【Distribution 分布】Allows for diversifying trees by changing the Tree Seed and making groups of trees by adjusting the Area Spread when the frequency on the branch node connected to the root node is higher than 1.允许多样化树木通过改变"树种子,使得当连接到根节点上的分支节点的频率是高于1时,通过调节区域传播的树木组的。    Tree Seed 树种子
    The global seed that affects the entire tree. Use it to randomize your tree, while keeping the general s***cture of it.
    全局影响整个树的种子。使用它来随机你的树,同时保持它的一般结构
    Area Spread 蔓延区域
    Adjusts the spread of ***nk nodes. Has an effect only if you have more than one ***nk.
    调整的主干节点的蔓延。有一个效果,如果你有多于一个树干。
    Ground Offset 地面偏移
    Adjusts the offset of ***nk nodes on Y axis.
    调整主干节点上Y轴的偏移量。【Geometry 几何】Allows to set the overall quality of the tree geometry and to control ambient occlusion.允许设置树的几何形状的总体质量和控制周围的遮挡。    LOD Quality
    LOD质量
    Defines the level-of-detail for the entire tree. A low value will make the tree less complex, a high value will make the tree more complex. Check the statistics in the hierarchy view to see the current complexity of the mesh. Depending on the type of the tree and your target platform, you may need to adjust this property to make the tree fit within your polygon budget. With careful creation of art assets you can produce good looking trees with relatively few polygons.
    定义整个树的细节水平。一个较低的值会使该树不太复杂的,高值使该树更加复杂。检查的统计数据的层次结构视图中看到当前复杂的网状。根据树的类型和你的目标平台上,你可能需要调整这个属性来使树适合在您的多边形预算。通过精心创作的艺术资产,你能产生良好的树木相对较少的多边形。
    Ambient Occlusion 环境光遮挡
    Toggles ambient occlusion on or off. While modifying tree properties ambient occlusion is always hidden and won't be recomputed until you finish your changes, e.g. let go a slider. Ambient occlusion can greatly improve the visual quality of your tree, but its computation takes time, so you may want to disable it until you are happy with the shape of your tree.
    环境光遮挡切换开启或关闭。当修改树属性环境光遮挡总是隐藏,并不会重新计算,直到你完成你的变化,例如,放过一个滑块。你的树,周围环境遮挡可以极大地提高视觉质量,但它的计算需要一定的时间,所以你可能要禁用它,直到你满意你的树的形状
    AO Density
    AO密度
    Adjusts the density of ambient occlusion. The higher the value the darker the effect.
    调整环境光遮挡的密度。该值越高效果越暗  【Material 材质】Controls the global material properties of the tree.控制的全局材质性能的树。Translucency is one of the effects you can control in the Material properties. That property has an effect on leaves, which are translucent meaning that they permit the light to pass through them, but they diffuse it on the way.你可以控制材质属性达到半透明的效果。这个属性在树叶有一个半透明的树叶效果,这意味着它们允许光透过,但它们是漫反射的方式。    Translucency Color 半透明颜色
    The color that will be multiplied in when the leaves are backlit.
    将成倍增加时,叶子是逆光的颜色
    Translucency View Dependency
    半透明视图依赖
    Fully view dependent translucency is relative to the angle between the view direction and the light direction. View independent is relative to the angle between the leaf's normal vector and the light direction.
    完全显示依赖半透明视线方向和光的方向之间的角度是相对的。查看独立的是相对于到叶的法线和光的方向之间的角度。
    Alpha Cutoff
    Alpha裁减
    Alpha values from the base texture smaller than the alpha cutoff are clipped creating a cutout.
    被裁剪的Alpha值在基础纹理的alpha切断小于创建一个切口。
    Shadow Strength 阴影强度
    Makes the shadows on the leaves less harsh. Note: Since it scales all the shadowing that the leaves receive, it should be used with care for trees that are e.g. in a shadow of a mountain.
    阴影可以使叶子较少粗糙。注意:因为它缩放所有的阴影,树叶接收,对于树应当小心使用,例如一座山的阴影。
    Shadow Offset 阴影偏移量
    Scales the values from the Shadow Offset texture set in the source material. It is used to offset the position of the leaves when collecting the shadows, so that the leaves appear as if they were not placed on one quad. It's especially important for billboarded leaves and they should have brighter values in the center of the texture and darker ones at the border. Start out with a black texture and add different shades of gray per leaf.
    缩放值从阴影偏移材质设置在源材质。收集阴影时它被用作树叶的偏移位置。这是尤其重要的公告板叶子和他们应该有光明的值中心的纹理和深色的边框。开始用黑色的纹理和深浅不同的灰色,每个叶片。
    Shadow Caster Resolution
    阴影Caster解析
    Defines the resolution of the texture atlas containing alpha values from source diffuse textures. The atlas is used when the leaves are rendered as shadow casters. Using lower resolution might increase performance.
    定义分辨率的纹理图集包含从源漫反射纹理的alpha值。该图集时所用的叶子被渲染阴影投射。使用较低的分辨率可能会提高性能。 Branches 分支This section focuses on explaining the specific Branch Group Properties.本节重点讲解具体的分支组属性。
Leaves 树叶This section focuses on explaining the specific Leaf Group Properties.本节重点讲解具体的叶组属性。 【来源:互联网】
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发表于 2013-10-20 12:55:28 |只看该作者
树木生成器指南之树木生成器结构
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