现在是 Blender Node 的第 13 个小时。 It's the 13th hour of Blender Node.
在这堂课上，我将尝试收集我们至今未能讲述的故事。 In this class, I'm going to try to gather the stories we haven't been able to tell so far.
如何在此处利用物体的隆隆声方向。 How to utilize the object's rumble direction here.
如何使用多个 UV 贴图而不是图像或内置？ How do I use multiple UV maps and not an image or built-in?
我还想谈谈另一个不是纹理的输入值。 I also want to talk about another input value that is not a texture.
在本课中，我们将立即创建示例。 In this session, we will proceed by creating examples right away.
我试图让它感觉就像放置在多尔桑的应急包自动售货机。 I tried to make it feel like a vending machine for emergency kits placed on Dolsan.
我将首先在这里的后方创建一座山脉。 I will start by creating a mountain range at the back here.
如果你知道这个文件，它看起来就像这样。 If you know the file, it looks like this.
现在我们有了相机和物体，但后面却没有山。我们必须自己创造这座山。 Now we have the camera and the object, but there is no mountain behind. We have to create the mountain ourselves.
我会看到的。 I will see.
在上一讲中，马斯格雷夫谈到了地形的相关性。 In the previous lecture, Musgrave talked about the relevance of topography.
我以前给过你。 I have given it to you before.
因此，如果将其与凸点连接起来，并将其用作这样的操作、 So if you connect this with a bump and use it as an op like this,
我已经说过，这种表达是可能的。 I have mentioned that this expression is possible.
凹凸节点实际上不会产生高度差，对吗？ Bump nodes don't actually create height differences, do they?
因为它只会产生一种表面曲率感。 Because it only creates a sense of surface curvature.
要想真正创造高度，你需要提出不同的方法，而不是凹凸。 To actually create height, you need to suggest a different method instead of a bump.
好的 Okay.
这与 Node 无关，但... This is not related to Node, but...
您可以使用置换修改器来代替节点。 You can use Displace Modifier instead of Node.
因此，请创建一个网格，并在网格中使用编辑模式下的不倒翁。 So please create a grid and in the grid, use a tumbler in editing mode.
右击并分割几次。 Right-click and divide it several times.
我喝得太多了。 I drank too much.
请保持适度，在这种状态下出来修改。 Please keep it moderate and come out in this state and modify it.
请创建一个显示屏，并创建一个纹理。 Please create a display and also create one texture.
请将底部的纹理改为苔藓坟。 And please change the texture to moss grave at the bottom.
它实际上是这样弹出来的。 It actually pops out like this.
您可以像这样通过调整细节来创建地形。 You can create terrain by adjusting the details like this.
这种方法解释了基本原理，但并没有解释方法本身的原貌。 This method explains the basic principle, but it does not explain the method itself as it is.
我不写作。 I don't write.
因为这种方法由来已久。 Because this method has been around for a long time.
这种方法很难控制。 It is difficult to control this method.
例如，我无法移动这个纹理。 For example, I can't move this texture.
出来的总是同一面。 Always the same side comes out.
因此，我们将以这种方法为基础，方便地进行控制。 So, we will use this method as a basis to control it conveniently.
还剩下一个附加组件，如果你看一下这个编辑的参考文献、 There is an addon left, and if you look at the reference of this edit,
请在此插件中搜索 "美化环境"。 Please search for "landscaping" in this addon.
如果你说 "랜드스케이프"，它就会被翻译成 "蚂蚁景观"。 If you say "랜드스케이프" it would be translated as "ant-landscape".
这是一个利用这一原理创建地形的插件。 This is an addon for creating terrain using this principle.
现在，请检查并出来。现在，当你用 shift-a 创建它时、 So now, please check and come out. Now, when you create it with shift-a,
这里有一道风景。 There is a landscape.
按一次，地形就会像这样自动生成。 If you press it once, the terrain will be automatically generated like this.
如果你看右边，就会发现 "异地形多分形 "是这样写的。 If you look to the right, it is written as "hetero terrain multi-fractal" like this.
我们有了目前一直在关注的音乐家的名字，Mus Grave。 We have the name of the musician we've been watching so far, Mus Grave.
该方法是基于莫尔斯-格雷算法的地形创建工具。 This method is a terrain creation tool based on the Morse-Gray algorithm.
您还可以使用下面的随机种子自由改变地形的形状。 You can also change the shape of the terrain freely with the random seed below.
你还可以用偏移量一点一点地移动它。 And you can also move it little by little with the off-set.
基本上，这里的边缘很低。 And basically, the edges here are low.
您也可以从底部将其完全关闭。 You can also turn this off completely from the bottom as falloff.
或者你也可以像这样放下一边。 Or you can lower one side like this.
请大家试着按照自己的口味制作，我将从中选出一个，并尝试再改进一下。 Please try making it to your taste like this, and I will choose one and try to improve it a little more.
因此，我删除了最初创建的内容。 So I deleted what I first created.
如果你看看这样创建的地形、 If you take a look at the terrain that has been created like this,
令人惊讶的是，细节并不高。 The details are surprisingly not very high.
因为只有这么多 Poliwrath。 Because there are only this many Poliwrath.
不过，正因为如此，在早期创作时也可以增加细节。 However, just because of that, it is also possible to increase the details when creating earlier.
我不建议这样做。 I do not recommend that.
如果在此处添加更多细节，计算结果将大幅增加。 If you add more details here, the calculation will increase significantly.
英文译文需要大幅扩充。 The English translation needs to be significantly extended.
比这更小的细节不是波利翁，而是间隔区。 The smaller details than this are not Polion, but the Spacer area.
请创建一个双胞胎，并将其改为随机预览。 Please create a twin and change it to random preview.
我将在这边增加一个必修的坟墓。 I will add a must grave on this side.
将鼠标坟连接到凸点上。 Connect the mouse grave to the bump.
用 Nitas 0.1 连接您的身体并收紧。 Connect your body and tighten with Nitas 0.1.
接下来，我们将通过比例、细节和尺寸来调整细节。 Next, we will adjust the details with scale, detail, and dimension.
请上传约 5 个细节。 Please upload about 5 details.
如果将维度设置为 1，就会出现这样的细节。 If you set the dimension to 1, details like this will appear.
仔细看，好像有一条水平线向这边延伸。 If you look closely, it looks like there is a horizontal line going this way.
这就是马斯格雷夫坐标的默认值。 What it is, is that the default value of the coordinates for the Musgrave
因为它是生成的。 Because it is generated.
如果你看看这个案例中产生的 If you look at the generated in this case
当高度小于此处的宽度时。 When the height is shorter than the width here.
因为纹理会像这样向下变得平整。 Because the texture becomes flat like this downwards.
如果您在候车室，可以使用该度假村的坐标。 If you are in the waiting room, you can use the coordinates of this resort.
您可以创建这样的细节。 You can create details like this.
要创建这样的物理细节，需要大量的网格多边形。 To create such details physically, a tremendous amount of mesh polygons is required.
即使不是这样的地形，我们应该在多大程度上进行建模？ Even if it's not this kind of terrain, how far should we model?
因为确定在何处应用着色器是很重要的一部分、 Since determining where to apply shaders is an important part,
我希望你能考虑一次。 I hope you think about it once.
这次，我将向您展示雪山融雪的过程和慢动作效果。 This time, I will show you the snow melting in Seolsan and the slow motion effect.
这里有太阳。 There is the sun here.
日出日落 When the sun rises and sets
例如，太阳完全垂直，水上升到头顶，然后 The sun, for example, completely vertically, the water rose up to the top of the head and then
它没有坠落。 It's not falling.
现在，在绕过乒乓球之后，它将朝一个方向上升并落下。 Now, after going around the ping, it will rise and set in one direction.
这时，持续接受阳光照射的部分就会融化积雪。 When that happens, the part that keeps receiving sunlight will melt the snow.
没有持续接受阳光照射的部分不会融化，对吗？ The part that doesn't receive sunlight continuously won't melt, right?
标记熔化部件、 To mark the melted parts,
阳光的方向 The direction of sunlight
找出表面方向一致的部分。 Find the parts where the surface directions match.
标记这一部分是正确的。 It would be correct to mark that part.
这就是法线，表示曲面的方向。 This is called the normal, which indicates the direction of the surface.
如果您尝试在这里正常连接一次 If you try connecting the normal here once
它是这样指示每个表面的方向的。 It indicates the direction of each surface like this.
如果你只能朝着其中一个特定的方向作画，那就成功了。 If you can only paint in a specific direction among these, then it would be a success.
在这种情况下，您可以使用 VectorMath 的深度项目。 One thing you can use in such cases is the Depth Project of VectorMath.
这是个人问题，但让我试试这种方式。 This is personal, but let me try this way.
如果你像这样在这里输入矢量，并尝试将其连接起来、 If you input the vector here like this and try to connect it,
只是这个方向看起来像这样。 Only this direction looks like this.
你们目前在内部如何处理 Deop 项目？ What are you doing with the Deop project internally right now?
这是向量的标量积，在乘法中考虑了两个向量的方向。 This is the scalar product of vectors, which takes into account the direction of the two vectors in multiplication.
如果有两个矢量 If there are two vectors
两个向量的乘法是 The multiplication of two vectors is
它是两个矢量的标量大小与它们形成的方向的乘积。 It is the multiplication of the scalar magnitude of two vectors and the direction they form.
不过，这更多的是内部事务，用它来表达意思的场合并不多。 However, this is more of an internal matter and there aren't many occasions where it is used to convey meaning.
在本课中，几乎没有使用这种方法的情况。 There are almost no cases where this is used in this class.
此外，几乎总是无条件的。 In addition, almost always unconditionally.
这个内积只用来表示两个向量的方向一致程度。 This inner product is used solely to express how much the directions of two vectors align.
当我输入两个向量时 When I input two vectors,
写出两个向量方向一致时的约束条件。 Write the constraint when the directions of two vectors are aligned.
随着方向逐渐变得越来越不匹配，它达到了 4。 As the direction gradually becomes more and more mismatched, it reaches 4.
当方向像这样垂直时，它就会变成 0。 When the direction is vertical like this, it becomes 0.
如果指示与此不符、 And if the directions don't match like this,
当它变为负值且方向相反时，它的值最小。 When it becomes negative and the direction is opposite, it has the smallest value.
现在的结果是这样的。 The result is now this.
如果您观看这个 If you watch this
这个方向最近的区域现在是白色的。 The closest area in this direction is now white.
垂直部分现在为 0。 The vertical part is now 0.
而方向相反的部分则是负值。 And the part where the direction is opposite, this is a negative value.
我们可以用这样的颜色来表达内部方向。 We make it possible to express internal direction in color like this.
因此，当您像这样插入矢量方向时、 So when you insert the vector direction like this,
现在，1、0、0 就在这个方向上。 Now 1, 0, 0 is in this direction.
与该方向相同的一侧会变得更亮，就像这样。 The same side as that direction gets brighter like this.
但要在地图上这样写下数字是很困难的。 But it's difficult to write down numbers on the map like this.
使用数字以外的东西会更方便。 There is something that makes it more convenient to use something other than numbers.
这就是正常。 That's what normal is.
这不是一张普通的地图。 It's not a normal map.
法线贴图正在插入紫色法线贴图。 Normal map is inserting the purple normal map.
不是这样的，现在很正常。 This is not it, it's normal now.
如果您尝试一次性插入一个正常的 If you try inserting a normal one time
不是这样的数字 Not numbers like this
这就像有能力移动外壳来寻找方向一样。 It's like having the ability to move the shell to find the direction.
这将导致与之前相同的结果，即 1、0、0。 This will result in the same outcome as before, which was 1, 0, 0.
我现在就在看着这个洞穴和上面的景色。 I am looking at this cave and the view from above right now.
所以，现在这个方向是这样向上的。 So, right now this direction is upwards like this.
如果像这样转动，它现在就会朝着这个方向。 If you turn it like this, it will now be in this direction.
左 右 Left Right
这是正面和背面。 And this is the front and back.
就像这样。 It will be like this.
不是钱，而是别的东西。 Not money, but something else here.
正常值用处不大。 Normal is not very useful.
正常不是别的，而是现在。 Normal is not something else, but now.
这指的是该对象指向的方向。 This refers to the direction that this object is pointing.
这不是我在这里做的事。 This is not something I did here.
因为它出来的方向和这个是一样的。 Because it simply comes out in the same direction as this.
这并没有什么特别之处，但这里的陷阱很重要。 There is nothing special about this, but the trap here is important.
所以现在，请指引我这个方向。 That's why now, guide me in this direction.
如果像这样指明阳光的方向和太阳的方向，就会成功。 If you indicate the direction of sunlight and the direction of the sun like this, it will be successful.
有了这盏彩灯 With this color lamp
插上电源后，就会显示如下内容。 If you plug it in, it will be displayed like this.
我们需要把粗糙度再提高一些。 We need to increase the roughness a little more.
然而，如果你仔细观察，现在 However, if you look closely, right now
无论你如何来回滑动色灯的滑块、 No matter how much you slide the color lamp's slider back and forth,
我无法减少这里的黑色。 I can't reduce the black color here.
这意味着目前的结果是内部的。 What it means is that the current result here is internal.
因为不是从 0 到 1。 It's because it's not from 0 to 1.
这里的色灯为 0。 The color lamp here is 0.
在这里，您只能将 0 到 1 控制为 1。 Here, you can only control from 0 to 1 as 1.
但现在我的内心 But now my internal
因为它的控制是从负数到正数。 Because it controls from minus to plus.
它超出了这个范围。 It goes beyond this range.
内部范围没有限制，但 There is no limit to the internal range, but
现在，在这种情况下，这是正常的。 Now, in this case, it's normal.
正常值为 1。 The size of the normal is 1.
现在，我的内积范围是从 -1 到 1。 The range of my inner product now is from -1 to 1.
这就是为什么在这两者之间 That's why in between this
Mac 范围节点 Mac Range Node
范围应从 0 改为 1。 The range should be changed from 0 to 1.
从现在起，原始范围为负 1 到 1。 From now on, the original range is from minus 1 to 1.
如果将其改为 0 到 1、 If you change it to 0 to 1,
最后，您还可以通过色灯控制整个范围。 Finally, you can control the entire range with the color lamp.
下一个问题就是现在。 The next problem is now.
如果仔细观察，就会发现细节上有很多欠缺。 If you look closely, the details are lacking a lot.
因为现在，这个细节是 Because right now, this detail is
因为这取决于现实中那一方的方向。 Because it depends on the direction of that side in reality.
因为实际表面没有任何细节。 Because there are no details on the actual surface.
这个细节也是这样调整的。 This detail is also adjusted like this.
既然如此，我们就早点去马斯格雷夫。 In that case, we went to Musgrave earlier.
仿佛在增加噪音。 As if adding noise.
这里也增加了噪音。 Adding noise here as well.
您可以添加详细信息。 You can add details.
从这里到那里 Between here and there
我会增加一些噪音。 I will add some noise once.
增加噪音是 Adding noise is
不管是在 Mac Range 之前还是之后。 It doesn't matter if it's before or after Mac Range.
不过，现在它变成了一盏彩灯。 However, now it transitions to a color lamp.
与此同时 In the meantime,
有了这样的色彩搭配 With that mix of colors,
还有线性光。 And with linear light.
我是这样混合噪音的 I mixed the noise like this.
然后，现在就可以像这样添加细节了。 Then, now you can add details like this.
但我不认为噪音是这样均匀分布的。 But I don't think the noise is evenly distributed like this.
我想让它看起来像是偏向一个方向。 I want to make it look like there is a bias in one direction.
为此，现在用 Control T 打开地图脚节点。 To do that, now open the map foot node with Control T.
现在调整这里的 "确定"。 Adjust the OK here now.
把它做成一边有结的形状、 After making it into a shape with a knot on one side,
在这个州这样扭转局面。 Turn it around like this in this state.
我要这样发誓 I will make a vow like this.
然而 However,
如果您现在尝试旋转 If you try rotating now
我现在可以回去了。 I can go back now.
不是这样的。 It doesn't work like this.
因为当前地图脚节点是 Because the current map foot node is
因为它可以同时处理位置移动和融合缩放、 Because it handles location movement and fusion scaling at the same time,
当天平的一侧像这样平坦时、 When one side of the scale is flat like this,
这不能正常工作。 This is not working properly.
在这种情况下，再准备一个地图脚节点。 In that case, prepare one more map foot node.
请先将其旋转，然后再将其铺平。 Please rotate it before making it flat.
然后就可以打开了。 Then you can turn it on.
在这种情况下，如果没有移动或缩放 In this case, if there is no movement or scaling
只进行融合时 When only fusion is done
添加地图、脚和节点以外的内容。 Add something other than map, foot, and node.
例如，矢量旋转节点。 For example, vector rotation node.
这是一个专门用于融合的节点。 This is a node exclusively for fusion.
如果您现在在这里更换机油、 If you change the oil here now,
现在，这与核聚变完全相同。 This is now exactly the same as fusion.
现在，如果你不需要任何移动或缩放、 So now, if you don't need any movement or scaling,
现在，您还可以像这样拖动矢量旋转。 Now you can also drag vector rotation like this.
这座山就是这样建成的。 The mountain has been completed like this.
请将这样创建的山定位到适合摄像机视角的位置。 Please position the mountain that was created like this to fit the camera view.
我将对比例尺的融合进行定位，使其看起来更美观。 I will position the scale fusion so that it looks good.
即使有多座山，也不是要创造多座山。 It's not about creating multiple mountains, even though there are multiple mountains.
现在就把它克隆出来，然后融合。 Just clone this now and fuse it.
把它当作一座新山来建造会更方便。 It would be more convenient to create it like a new mountain.
如果可能的话，现在的方向应该是朝向阳光的方向。 If possible, now the direction should be towards the direction of the sunlight.
要这样定位这个暗区 To position this dark area like this
我将以这种方式完成山脉。 I will complete the mountain range in this way.
现在颜色有点模糊。 The color is a bit blurry right now.
这是因为这是一条毯子。 Now, that's because this is a blanket.
当你改变循环时，颜色就会像这样干净。 When you change the cycle, the colors come out clean like this.
我在这里创造了一座高山。 I have created a high mountain up to here.
从现在起，我将尝试制作一次名为 "Bumyong Cater "的自动售货机。 From now on, I will try to make a vending machine called "Bumyong Cater" once.
如果我有一座这样的山，我可能也不会卖这样的东西。 If I have a mountain like this, I probably wouldn't sell things like this either.
我试着用我的想法做模型。 I tried modeling with my thoughts.
如果放大，可以看到有多种材料。 If you zoom in, you can see that there are multiple materials.
首先，这是一块玻璃。我也有一扇玻璃窗，是我在土木工程系时处理过的。 First of all, here is a glass. I also have a window made of glass that I dealt with in the civil engineering department.
我在转印物中加入了金属色和透明色。 I made it by adding metallic and transparent to the transferent.
其次，这里还有一个急救包和一个救生包。 Next, there is an aid and a life-saving kit here.
我想把这里的每个求生包都做成不同的颜色。 I wanted to make each survival kit here in different colors.
如果把这些东西作为物体分开、 If these things are separated as objects,
您可以使用对象信息模式。 You can use Object Info Mode.
然后，现在我们可以在这里用随机值为每个对象设置不同的颜色。 Then, now we can set different colors for each object with random values here.
不过，目前救生包和自动售货机是捆绑在一起的。 However, the life-saving kit and vending machine are currently bundled together.
在这种情况下，我不能使用它。 I can't use this in this situation.
不过，您现在可以使用的是 "随机每爱尔兰"。 However, what you can use at this time is Random Per Ireland.
这里，在随机岛上，一个名为 "几何 "的节点上有一个口袋。 Here, on the random island, there is a pocket in a node called "Geometry".
您可以为一个对象中分离的部分涂上不同的颜色。 You can color the parts that are separated within one object differently.
遗憾的是，这对电动汽车不起作用。 Unfortunately, this does not work with EV.
只适用于循环。 Only works on cycles.
因此，当你观看这场表演时，被分开的部分会呈现出不同的颜色。 So when you watch this performance, the parts that are separated come out in different colors.
如果将其插入白噪声，还可以将其变成彩色。 If you plug this into white noise, you can also make it into color.
正如你所看到的，现在每个分离的项目都有了不同的颜色。 As you can see, each separated item now has a different color.
在这样的救生衣套件中，前后两面的颜色是不同的，对吗？ In one life jacket kit like this, the front and back sides come out in different colors, right?
因此，现在的结果难免会与对象信息模式略有不同。 So, now this will inevitably come out slightly different from the object info mode.
让身体恢复原状 Restore your body to its original state.
改成素材预览后，我将认真开始。 I will start in earnest after changing to material preview.
请按下 Surface 键，我将使用 Control T 在此处加载图片。 Please press the Surface and I will load the image here using Control T.
如果在这里调用金属 009，应该是这样的，但没有显示出来。 If you call Metal 009 here, it should look like this, but it's not showing.
因为紫外线现在还没有适当扩散。 Because the UV is not properly spread out right now.
为什么不尝试使用对象而不是 UV？这样会更明显。 Why don't you try using an object instead of UV? It will be more visible.
对了，现在我开始感觉到一种垂直模式。 By the way, right now I'm starting to feel a vertical pattern.
现在的图案是水平的。 The pattern is horizontal now.
之所以会出现这个问题，是因为我们无法对三维坐标中的盒状映射进行融合。 The reason why this is a problem is because we cannot perform fusion on box mapping in 3D coordinates.
在核聚变方面，这种方法目前正在发挥作用。 When it comes to fusion, this is currently working.
有一边是这样伸展的吗？ Does one side stretch like this?
因此，在这种情况下，我们别无选择，只能使用紫外线。 That's why in this case, there's no choice but to use UV.
请改成扁平的。 Change it to flat, please.
让我试着传播一次紫外线。 Let me try spreading the UV once.
按下 "Tem "按钮并在编辑模式下选择 "A"。 Press the "Tem" button and select "A" in Edit mode.
现在，我将使用 U、Cube 和 Fusion 展开 UV。 Here, now I will unfold UV using U, Cube, and Fusion.
现在，如果把它像这样展开到 R90 中，它就会像这样垂直变化。 And then now, if you unfold it like this into R90, it will change vertically like this.
但是，如果从上面看，上半部分会像这样错位。 However, if you look above, the top part will be misaligned like this.
因为我不喜欢这样，所以现在我只在侧面展开 UV。 Since I don't like this, I will now unfold the UV only on the side.
在侧边，现在点击 Alt 这里选择圆周率，然后点击 On the side, now click Alt here to select the circumference and then
点击 Alt 和 Shift 键，选择多个边缘。 Select multiple edges by clicking Alt and Shift.
单击 Alt、Shift，然后单击 Shift 键选择下面的所有内容。 Click Alt, Shift, and then select everything below by Shift-clicking here as well.
在此状态下按三次保持头部按钮。 Press the Keep Head button three times in this state.
之后，如果您按下键盘上的 2 号按钮和 8 号按钮，它就会像这样上下移动。 After that, if you press button 2 and button 8 on the keypad, it moves up and down like this.
如果在此状态下按 5 次 "保持头部 "按钮，顶部和侧面都将显示。 If you press the Keep Head button 5 times in this state, both the top and side faces will be visible.
如果在此状态下按下 U 的项目提示视图、 If you press the Project Prompt View of U in this state,
您现在看到的当前状态将原封不动地传输到 UV。 The current state you see now will be transferred as it is to UV.
在这种状态下，如果像这样放大并旋转到 R90、 If you zoom in like this and rotate it to R90 in this state,
现在，你可以展开不再被李仁美束缚的 UV 了。 Now you can unfold the UV that is no longer in the state of being tied up by Yi In-mae.
接下来，我将继续连接。 I will continue the connection next.
首先，"粗糙度 "只需连接即可。 First, Roughness will just be connected.
然后，现在看起来又暗了一些。 Then, now it looks a little darker.
我会用色相饱和度值让它更亮一些。 I will make it a little brighter with Hue Saturation Value.
然后，我们还将在这里连接正常。 And then we will also connect Normal here.
我将把 "肌肉坟墓 "与 "凹凸节点 "连接起来，就像普通节点一样。 I will connect Muscle Grave with Bump node as Normal.
因为这是金属，而金属很容易被周围的冲击力撞凹。 Because this is metal, and metals are easily dented by surrounding impacts.
为了给人一种皱巴巴的感觉，我取名为 "肌肉坟墓"。 To give off that crumpled can-like feeling, I go by the name Muscle Grave.
我会努力营造一种兴奋的感觉。 I will try to create a feeling of excitement.
点击 "重置"，因为坐标略高于现在的位置。 Click Reset because the coordinates are slightly above now.
我会尝试营造出这样一种略微皱巴巴的感觉。 I will try to create a slightly crumpled feeling like this.
接下来，我想把这里的 "主页 "部分变暗。 Next, I want to darken this part of the home section here.
这里有点困难。 It's a bit difficult here.
制作黑色家居的问题在于 The problem when making the home black is
用黑色填充这个区域，就像现在的图像一样、 To fill this area with black color as an image now,
我需要目标尺寸更大的产品。 I need something with a larger target size.
这意味着以程序的方式来做这件事太难了。 It means that it is too difficult to do this in a procedural way.
在这种情况下，可以使用顶点颜色。 In this case, what can be done is Vertex Color.
什么是顶点颜色？ What is Vertex Color?
如果在这里将对象模式更改为顶点绘制、 If you change the Object Mode to Vertex Paint here,
这是顶点颜色。 This is Vertex Color.
在这里切换到 "实体模式"，尽管现在还看不到。 Switch to Solid Mode here, even though it's not visible right now.
如果你试着在这里这样画、 If you try painting it like this here,
您可以为每个顶点涂上不同的颜色。 You can paint each vertex with a different color.
这是顶点颜色。 This is Vertex Color.
因此，使用这种方法，我们可以这样修改主页的这一部分。 So, using this method, we can modify this part of the homepage like this.
如果你只把家居部分刷成这样、 If you only paint the home section like this,
那主页部分现在不就变黑了吗？ Then wouldn't the home part become dark now?
现在是顶点颜色。 That is now Vertex Color.
但问题是，现在这样写太困难了。 But the problem is that it's too difficult to write like this now.
因为现在，它正在减少，并很容易向外蔓延。 Because right now, it's being reduced and spreading out so easily to the outside.
这就是我不手写的原因。 That's why I'm not writing it by hand.
我得到了顶点集团的协助。 I am assisted by Vertex Group instead.
顶点集团原本与 Trader 没有任何关系，但 Originally, Vertex Group has no connection with Trader, but
您可以将其用于顶点颜色。 You can use this for Vertex Color.
首先，请出来。 First, please come out.
现在，在编辑模式下，点击这里。 Now, in Edit Mode, here.
在模式 2 中，选择选项 C。 Here, in mode 2, select option C.
我将尝试点击 Alt 键，在这里只选择主页部分。 I will try selecting only the home part here once by clicking Alt.
然后，在这边和那边，也是在这边，家庭部分... Then, on this side and that side, also on this side, the home section...
请像这样点击 "Shift "一起选择。 Please select together by clicking Shift like this.
像这样点击 Shift 键来选择多个项目。 Click Shift like this to select multiple items like this.
单击 Shift 键，像这样只选择主页部分、 After selecting only the home section like this by clicking Shift,
在此状态下按顶点组中的簇分配按钮。 Press the Cluster Assign button in the Vertex Group in this state.
请在此查看一个人的重量。 Please check the weight for one person here.
然后再轻轻一拍就出来了。 Then come out again with a tap.
这里是顶点绘制模式、 In Vertex Paint mode here,
如果您按下 "绘制顶点彩色权重 "键，就可以在顶点上绘制彩色权重、 If you press the Paint Vertex Colorful Weight,
该顶点组中的权重以彩色绘制。 The weights in this Vertex Group are painted in color.
就像这样 Like this.
它很有用。 It's useful.
请现在就出来吧。 Please come out now in this state.
让我们从交易员那里呼叫。 Let's call this from Trader.
这里有一个名为 "色彩属性 "的模式。 There is a mode called "Color Attribute" here.
你可以像这样来这里上传。 You can just come here and upload it like this.
我目前正在翻译顶点颜色（Vertex Color）、顶点涂色（Vertex Paint）和颜色属性（Color Attribute）。 I am currently translating Vertex Color, Vertex Paint, Color Attribute.
很抱歉，我不知道你想说什么。能否请您提供更多的背景资料或澄清您的问题？ I'm sorry, but I'm not sure what you're trying to say. Could you please provide more context or clarify your question?
颜色属性 "最近已更名为 "顶点颜色"。 The Color Attribute has recently been renamed to Vertex Color.
最初的名称是顶点色彩。 Originally, the name was Vertex Color.
因为它已变为颜色属性。 Because this has changed to a Color Attribute.
现在两者是一样的。 Now the two are the same.
总之，加载顶点颜色后，请检查一下。 Anyway, after you load the Vertex Color, please check it.
主页部分是这样绘制的 The home section is painted like this.
所以，现在你可以把它用在你这边了。 So, now you can use this on your side.
现在，这部分是白色的，因为它是主页部分。 Now, this part is white because it's the home section.
使用反转节点反转颜色后、 After inverting the color with Invert Node,
我将用乘法将其相乘。 I will multiply this by Multiply.
如果将其与混合色相乘、 If you multiply this with Mix Color Multiply,
您可以像这样使主页部分变暗。 You can darken the home section like this.
现在，我将尝试为自动售货机附上名字和说明书。 Now I will try to attach a name and a manual to the vending machine.
在加尼的房间里有一张这样的贴纸。 There is a sticker image like this in Gani's room.
我会在织物上混合一次。 I will mix this once on the fabric.
当您将该图像放到正确的位置时、 When you place this image in the correct position,
您需要紫外线防护，对吗？ You will need UV protection, right?
不过，我们在这里已经使用了紫外线。 However, we are already using UV here.
我现在无法改变 UV。 I can't change this UV right now.
那么，我们该怎么办呢？ So, what should we do then?
这样就可以使用两个 UV。 Then you can use two UVs.
制作两个 UV 的方法很简单。 The way to make two UVs is simple.
您可以在 "网格属性 "中这样添加 UV 贴图。 You can add a UV Map like this in Mesh Properties.
但这里有一个问题。 But there is a problem here.
如何使用这样添加的 UV？ How do I use the UV that I added like this?
这部分内容可能会让你感到困惑。 This is the part that may confuse you when you first write it.
因为现在，在纹理预言家这里、 Because right now, here in the texture prenator,
无法选择 UV。 There is no way to select UV.
如果我们看一次操作方法、 If we take a look at the operating method once,
这里着色器编辑器使用的 UV 是 The UV used in the shader editor here is
我将使用相机打开的那个。 I will use the one where the camera is turned on.
当相机打开时，这被称为主动紫外线。 This is called Active UV when the camera is turned on.
主要用于此处。 This is used primarily here.
因此，基本上，在这个图像缝合器中... So basically, here in this image stitcher...
如果没有连接，则使用此功能。 If nothing is connected, use this.
我们在这里也使用了这种纹理预处理器。 We also use this texture prenater here.
在此处使用 UV 编辑器编辑时、 When editing in the UV editor here,
我将在此编辑所选项目。 I will edit the selected item here.
那么，摄像头目前位于顶部，对吗？ So, the camera is currently positioned at the top, right?
这里的纹理预处理器是 The texture prenater here is
UV 位于顶部，使用这张 UV 贴图。 UV is at the top here, using this UV Map.
如果您像这样向下选择 If you choose downwards like this
在这里，UV 编辑器编辑底部 UV。 Here, the UV editor edits the bottom UV.
即使我们在这种状态下来来回回，也不会有任何改变。 Even if we go back and forth like this in this state, nothing will change.
但在这种状态下，请像这样按下相机。 But in this state, press the camera down like this.
如果像这样更改下面的 UV，这里的图像就会发生变化。 If you change the UV below like this, the image here will change.
如果您在这种状态下按下顶部 If you press the top in this state,
这里的当前 UV 目前显示的是上面较低的 UV 贴图命令。 The current UV here is currently showing the lower UV Map command above.
编辑只是 UV 贴图，因此不会再有任何变化。 Editing is just UV Map, so there is no change again.
好吧，我明白了。 Alright, I understand up to here.
那么如何使用两个 UV？ How do I use two UVs then?
这里没有使用纹理预处理器。 It's not using the texture prenater here.
使用 UV 贴图节点。 Use the UV Map node.
因此，如果您这样调用 UV 地图名称并直接连接它、 So if you call the UV Map name like this and connect it directly,
您可以选择使用哪种紫外线。 You can choose which UV to use.
那么，让我们创建一个图像。 So, let's create an image.
在调用了之前的贴纸之后、 After calling up that sticker earlier,
如果分别为两幅图像指定 UV，现在应该没有问题了。 If you assign UV separately for the two images, there should be no problem now.
通过这种方式分离 UV，可以单独使用 UV。 By separating the UV in this way, you can use the UV separately.
这两幅图像目前都在使用 UV 贴图节点。 Both images are currently using the UV Map node.
这里没有紫外线。 There is no UV here.
这就是为什么这里的相机按钮毫无意义。 That's why the camera button here is meaningless.
因为现在，这个摄像头按钮就在 UV 的位置。 Because right now, this camera button is located here in the UV.
也许这不是你应该使用的。 Maybe this is not what you should be using.
并将原始金属部分的紫外线留在这里。 And leave the UV of the original metal part here.
如果在这里更改贴纸部分的 UV 值，应该就可以了。 If you change the UV of the sticker part here, it should work.
请清楚选择贴纸部分。 Please select the sticker section clearly.
现在，我将按下选项卡来更改此状态下的 UV。 I will now press the tab to change the UV in this state.
首先，我们把它缩短，放在没有贴纸的地方。 First, let's shorten it and put it here where there is no sticker.
我将尝试使用 UV Unwrap 将它们一个个连接起来。 I will try to attach them one by one using UV Unwrap.
首先，选择顶部的第三个面孔模式。 First, select the third face mode here at the top.
选择 "Unwrap"，然后使用 UV Unwrap 像这样粘贴标题。 Select "Unwrap" and then attach the title like this using UV Unwrap.
现在，我还将使用 UV Unwrap 把这份说明书附在中间。 And now, I will also attach this instruction manual to the middle using UV Unwrap.
接下来，就在这里，一枚硬币出来了。 And next, right here, a coin comes out.
在这里，您还可以使用 UV Unwrap 像这样粘贴。 Also here, you can attach it like this using UV Unwrap.
最后，像这样适量涂抹 UV Unwrap。 And finally, apply UV Unwrap to the appropriate amount like this.
我将这样粘贴规格。 I will paste the specs like this.
现在，我需要将创建的图像与底色混合。 Now I need to mix this created image with the base color.
现在只调配底色还不够吧？ Just mixing the base color now won't be enough, right?
如果现在这样制作的贴纸材料不同、 If the sticker made like this right now has a different material,
不仅是颜色，这里的粗糙度也会发生变化。 Not only the color but also the roughness here will change.
在这里，即使是 "正常 "也会发生变化。 Here, even "Normal" changes.
所以，不能混用图像。 So, not mixing the images.
将图像连接到不同的阴影上。 Connect the image to a different shadow.
像这样单独连接到光泽暗影 Connecting separately to the Glossy Shadow like this
我会用混合阴影来调和它。 I will blend it with a mix of shadows.
现在，该图像有一个 alpha 值，因此 Now, this image has an alpha value, so
用这个 alpha 值将图像像这样分开。 Separate the image like this with this alpha value.
在这里，白色部分是贴纸。如果白色部分变成原始材料，不就好了吗？ Here, the white part is the sticker. If the white part becomes the original material, it will be fine, right?
因此，你可以像这样将阿尔法与因子连接起来，然后...... So, you connect the alpha to the factor like this, and then...
白色部分是贴纸，黑色部分是原始材料。 The white part is a sticker and the black part is the original material.
所以，现在我们需要改变顺序，对吗？ So, now we need to change the order, right?
黑色在上，白色在下。 Black is on top and white is on the bottom.
如果这样连接，就可以将贴纸和材料分开来制作。 If you connect it like this, you can separate the sticker and the material to create it.
不过，这样佩戴紫外线也有局限性。 However, there are limitations to wearing UV like this.
图像已经是这样了。 The image is already like this.
如果把贴纸剪裁得与表面完全吻合，应该是可以做到的。 If this sticker is cut perfectly to fit the surface like this, it should be possible.
不是这样的，但如果你想把这个部件放在这么大的表面上 That's not it, but if you want to put this part on such a big surface
如果你拆开包装，无论你的图像多么吻合 If you unwrap, no matter how well you match the image
边上的图像就像这样一起跳出来。 The images on the side pop out together like this.
为了防止这种情况发生 To prevent that,
例如，您也可以用 K 这样的刀具来切割。 For example, you can also cut it with a knife tool like K.
这已经不可取了，对吗？ That is no longer desirable, right?
在这种情况下，就不是像这样解压缩了。 In that case, it's not Unwrap like this.
我还可以绘制纹理。 I can also do texture painting.
为此，我将创建一次新图像。 To do that, I will create a new image once.
我将创建一个名为 "新 "的新图像。 I will literally create a new image called "New".
现在，我叫你 "贴纸"。 Now, here, I'll call you Sticker.
我将在这里把宽度和高度设置为 2000px。 I will set the width and height here to 2000px.
接下来，将颜色的 Alpha 值减小到 10。 Next, now decrease the alpha value of the color to 10 people.
确认状态正常后，我将对该图像应用新的 UV。 After confirming this state is OK, I will apply new UV to this image.
创建 UV 并像这样在这里创建一个新的 UV 贴图。 Create UV and make a new UV map here like this.
这样做的目的是确保 UV 适当地重叠在所有边上，没有任何缝隙。 This is to ensure that UV properly overlaps all sides without any gaps.
因为这是我的初衷。 Because this is my intention.
此 UV 位于此处的选项卡中。 This UV is in the tab here.
请确保 UV 图 002 当前受控于此选择。 Please make sure that UV map 002 is currently being controlled in this selection.
在这种状态下，Smart UV Project 就会像这样展开整个表面。 In this state, Smart UV Project here unfolds the entire surface like this.
在您以这种状态返回之后、 After you return in that state,
现在，请这样预览。 Now, please preview it like this.
在此模式下，您可以进入纹理绘制模式。 Here, you enter the texture paint mode in this mode.
现在这边有很多设置需要配置。 There are a lot of settings to configure on this side right now.
这里，现在，在顶部，这里，工具栏中。 Here, now, at the top, here, in the tool toolbar.
现在，我将在这里设置总共 6 个。 I will now set a total of 6 here.
如果你什么都没做，事情就不会顺利。 If you haven't done anything, it won't go well.
请仔细检查并确认。 Please double-check and confirm.
我已将这部分内容上传到 PDF 文件中，请查看一次。 I have uploaded this part to the PDF, so please check it once.
首先，在这里将模式设置为单幅图像。 First, set the mode to single image here.
像这样选择我刚刚创建的图片。 Select this image that I just created like this.
请务必确认这是否就是 UV 002。 Please make sure to confirm if this is definitely UV 002 next.
接下来，将下面的纹理图片作为第四张载入。 Next, load the texture image below as the fourth one.
加载图像 To load an image,
单击 "纹理属性 "中的 "打开 "按钮。 Click on the Open button in the Texture Properties.
请带上贴纸 B。 Please bring sticker B.
接下来，我们将这里的映射改为模版，这是第五步。 Next, we change the mapping here to stencil as the fifth step.
调整水平树比例 To adjust the horizontal tree ratio
按下图像效果按钮后，设置就完成了。 Once you press the image effect button, the settings will be completed.
在这种状态下，如果将鼠标像这样移到后面、 If you move the mouse to the back like this in this state,
这样，就会出现某种图像。 In this way, some kind of image appears.
现在，将摄像机调至该状态下的指定位置并瞄准。 Now, bring the camera to the designated position in this state and aim it.
试试拖动鼠标。 Try dragging the mouse.
现在，您可以这样绘制图像。 Now you can paint the image like this.
顺便说一句，现在你可以用鼠标移动这张图片了。 By the way, now you can move this image with the mouse.
按住鼠标右键的同时拖动。 Drag while holding down the right mouse button.
按住 control 键并拖动鼠标右键，即可完成图像旋转。 And image rotation is done by holding down the control key and dragging the right mouse button.
使用鼠标像这样定位图像。 Use the mouse to position the image like this.
您可以像这样拖放贴纸。 You can drag and drop the sticker like this.
在这种情况下，这意味着现在就把图像放上去。 In this case, it means putting on the image right now.
没有重叠的问题。 There is no problem with overlapping.
我会尝试像这样把图片粘贴到任何地方。 I will try pasting the image anywhere like this.
完成后别忘了保存图片。 Don't forget to save the image once you're done.
如果在此保存图片，请上传图片。 If you save the image here, please upload the image.
图像已保存。 The image has been saved.
如果没有，请将图片保存为 "세이브 에즈로"。 If not, save the image here as "세이브 에즈로".
您可以将图像移到外面。 You can move the image outside.
现在一切就绪，让我们回到对象模式。 Now that everything is done, let's go back to Object Mode.
现在，我将把这幅图像混合到原始着色器中。 Now I will blend this image into the original shader.
但很难将每种颜色的不透明度指定为图像。 But it's difficult to specify each color opacity as an image.
不要这样做，把这个图像也移到一个新的着色器中。 Don't do that, move this image to a new shader as well.
我将为这个贴纸创建一个新的着色器。 I will create a new shader for this sticker.
接下来，我将用混合着色器对着色器进行混合。 I will mix the shader with the mix shader next.
在这种情况下，您仍然可以像以前一样使用阿尔法值。 In this case, you can still use the alpha value as before.
这里外部的阿尔法值目前为 0。 The alpha value is currently 0 on the outer part here.
由于贴纸是 1 号，因此将贴纸连接到着色器的底部。 Since the sticker is number 1, connect the sticker to the bottom of the shader.
然后在上面连接原始着色器。 And connect the original shader here on top.
如果去掉阿尔法这个因素，连接就会这样完成。 If you remove alpha as a factor, the connection will be completed like this.
刚才，我们检查了两种像这样应用图像的方法。 Just now, we checked two methods of applying images like this.
有了这样的纹理绘画，你就可以像这样叠加图像了。 With texture painting like this, you can overlay images like this.
您可以自由放置图像，但 You can freely place the image, but
我们需要一个新的形象。 We need a new image instead.
我需要一张高分辨率的图片。 I need an image with a high resolution.
即使是现在，在这种情况下，紫外线也是以这种方式进行的。 Even now, in cases like this, UV is done in this way.
无需创建新图像。 There is no need to create a new image.
您可以按原样使用高分辨率。 You can use the high resolution as it is.
相反，现在如果脸型不合适的话、 Instead, now, if the shape of the face is not suitable,
由于处理不当，可能会导致图像失真。 It can result in distorted images like this due to mishandling.
因此，现在根据各点的优点 Therefore, now according to the advantages of each point
请考虑如何装扮形象，并进行相应的装扮。 Please think about how to dress the image and dress it accordingly.
但现在，除了这两件事 But now, besides these two things,
我不喜欢这两种说法中的任何一种。 I don't like either of the two, those who say.
您还可以使用第三种方法。 You can also use a third method.
那么，这意味着...... Well, what that means is...
只需将图像导入文件即可。 Just import the image into a file.
将图像作为广告平面加载。 Loading the image as an ad plane.
如果这样称呼 If you call it like this
因为这只是一张贴纸。 Since this is just a sticker.
您可以将其附着在这个表面上。 You can attach this physically to this surface.
没错，只要像这样把图像贴在表面就可以了。 That's right, just stick the image on the surface like this.
现在按标签进入添加模式，就像这样。 And now press the tab to go to add mode like this.
如果你能用刀具把它切成这样 If you could cut it like this with a knife tool
也可以分离。 It can also be separated.
像这样拆下剩余部件后 After removing the remaining parts like this,
如果您能像这样粘贴这部分内容 If you could paste this part like this,
这也将是一种新的方式。 This will also be a new way now.
现在，每种方法都有自己的优势。 Now, each method has its own advantages.
现在，就看在这种情况下使用哪一种了。 Now, it depends on which one to use in this situation.
现在就看你的选择了。 It's now up to your choice.
本视频到此结束。 This video ends here.
在下一环节，我们将讨论流离失所问题。 In the next session, we will discuss displacement.
我会查个水落石出的。 I will find out once.
谢谢。 Thank you.