大家好，欢迎来到这里。 Hey, guys, and welcome to this part.
我说过的第一集视频是关于 The first set of videos I said we were going to do would be just about the
关于云平面，让它们在引擎中工作。 about the cloud planes and getting those to work in engine.
所以我所做的就是抓取一些我在网上找到的免费的云的图片。 So what I've done is just grab some pictures of clouds that I found that were really free online.
外面有很多这样的人。 There's quite a few out there.
所以如果你不想用这些资源中提供的东西，想找别的东西 So if you don't want to use these ones that are supplied in the resources and want to find something else
你可以这样做，那里有很多免费的云映像 you can do, there's loads of free cloud images out there that have offer on them
或者在图像中接近alpha，这就是你想要的。 or are close to alpha themselves in the images, which is basically what you want.
所以我无法想象你要花多长时间才能铺开 So I can't imagine how long it would take you if you tried to lay out
云的图像，云，云，云。 an image of cloud, a cloud, clouds, clouds.
如果你想用不同的，可以上网看看。 So just have a look online if you want to use different ones.
但我所做的是在本节的资源文件夹中， But what I've done is in the resources folder for this section,
我把这些叫做云，云上一卷，云上B卷， I've just thrown in these ones called cloud a roll on cloud, B roll cloud,
第二，目标是我是什么 and B the targets are the what I'm
我要在Photoshop中完成的东西。 the finished product of what I'm about to do in Photoshop.
以防你不想下载试用版 Just in case you don't want to download a trial
用Photoshop来处理这个熊，否则软件里就没有其他图片了。 for Photoshop to get through this bear or you don't have another image in software.
有一些免费的，软件中的另一个图像可以做我将要做的事情。 There are some free ones out there, another image in software to do what it is that I'm about to do.
但基本上我要做的是把这些图像放在这里，在云中扮演一个角色 But basically what I'm going to do is take these images here, cloud a role in cloud
B，滚动，用Photoshop修改一下大小。 B, roll, run them through Photoshop just to change the size of them.
当我在那里的时候，你可以做一个引擎。 And while I'm there, this is something that you could do an engine.
但我认为 But I think it's
如果你要去的话 if you're going to
在Photoshop中调整它们的大小，你也可以在这里添加 be resizing them anyway in Photoshop you may as well added in here to is just add
图像的每一侧都有一些alpha a梯度 some alpha a gradient to each side of the image
所以当云层从左到右划过平面时，它们不会有一个坚硬的切口。 so that when the clouds pan across the plane from left to right, they don't have a hard cut.
你会看到它们逐渐消失，然后又回到另一边。 And you kind of see them fade out and then feed back in as they come back the other side.
这在场景中是很重要的。 And it's quite an important thing to have in the scene.
否则，你最终会得到一条线，云就像超过了图像大小的一侧。 Otherwise you end up with a line where the cloud is like past the side of the size of the image.
我会给你们演示如何设置。 So I'll show you how to set that up.
我要做的第一件事就是打开YouTube图片，云，角色，和云B So the first thing that I want to do is just open YouTube images, the cloud, a role, and cloud B
在Photoshop中滚动图像，然后把它们的大小调整为2的幂。 roll images in Photoshop, and then let's just resize them to something that's the power of two.
考虑到它们之间的距离，我想我们可以求高度 So considering how far away they're going to be, I think we could go for height
2048年1024年 1024 by 2048
调整图像的大小 and just resize the images
所以它们有那么大。 so that they are that big.
这会把它们压扁一点。 And this will squish them a little bit.
但是我们可以，我们可以在引擎中修复它，当我们带来 But we can we can fix that in engine when we bring the
当我们给平面添加纹理时，我们可以调整平面的大小 when we add the texture to our planes, we can just resize the plane
所以他们的规模是你想要的 so that they scale is however is that you'd like them to really
我们要做的就是把这些都偷出来 and what we're going to want to do is just steal all of this
这里的图像，如果你转到频道，就把它扔进去 image here and just throw it into if you go over to channels
进入阿尔法频道，当你只需要点击加号， of into the Alpha Channel, when you do that just by clicking the plus,
它们只是在这里粘贴，在它们的 they're just paste here, paste a cloud into their
他们两个都是。 the both of them.
我在这里同时做这两个。 I'm doing them both at the same time here.
所以，我们要快速完成。 So yeah, we just get them done quickly.
然后在主图层上，我们要做的就是翻转白色 And then over on the main layer, what we want to do is just flip your white
另一个也一样。 to the same for the other one.
回到图层。 So go back to layers.
它去了哪里? Where did it go to?
我在做什么?是的。 So what was I doing? Yeah.
所以在 So at the
上面的白色。 the white on top of the.
好的。 Okay.
现在我们要做的是把它压平因为我们有 And now what we're going to want to do is you can just flatten that because we've got the
我们已经把信息存储在阿尔法里了。 we've got the information stored in the alpha.
好的。 Okay.
所以我们需要加上现在，抱歉，这是云的。 So we need to add the so at the moment, sorry, this is going to be alpha for the cloud.
这个会告诉你应该显示什么，不应该显示什么它会用白色显示。 So this will say what should be shown and what shouldn't be shown and it's going to show using white.
我们可以在引擎里给它上色如果你想让它变成米黄色或者灰色之类的。 We could tint that in engine if you wanted to have them a little bit beige or a little bit gray or whatever.
我们先让它保持白色。 So let's just leave it white for now.
然后在其中一个通道中 And then what will do is in one of the channels
我们将在两边加上梯度。 we will add in the gradient either side.
如果我们用红色通道表示颜色，那么白色通道 So I think if we use the red channel for our color, so for the white
然后在绿色通道中我们可以开始添加这些渐变。 and then in the green channel we can start to add these gradients in.
如果我们回到我们的图层， So if we just go back over to our layers,
现在只需要停留在主颜色层，并添加一个新层 just stay in the main color layer for now and add a new layer
在里面放一个 and in it just put in a
当我从黑变白的时候，我们想做什么并不意味着这很好。 what do we want to do when I go black to white don't mean so that's fine.
我什么都不需要做。 I don't need to do anything.
我只需要在边上设置渐变确保你得到了这个渐变， I just hit the gradients all there over on the side and just make sure that you've got this gradient,
选择线性梯度然后按住shift键向外移动。 the linear gradient selected and then just hold shift and move out.
这是错误的方式。 That was the wrong way.
我想那应该没问题。 I think that would probably be okay.
让我们看一下完整的图片 Let's have a look at the image in full
只是为了适应它。 just to get size for it.
所以基本上会发生的是，当云离开这幅图向左移动时，它会逐渐消失。 So basically what will happen is as the cloud moves off of this image to the left, it's going to fade away.
所以我们不会得到一条严格的线，一半的云在上面，一半的云在上面。 So we won't get a hard line where half of the clouds on and off the clouds off.
但我认为我们可能需要更坚定的信念。 But I think probably we need a better faith in that.
让我们开始吧。 So let's go for that.
这有点过分了 That's a bit much
站在后面。 set up back.
我觉得这样会很棒。 I think something like that would be great.
然后再盖上一层 And then just throw another layer on
同样的方法 same way again
然后你要试着让它们相等 and then you want to try and get it so that they're sort of equal
或者你能做些什么让他们完美 or what you could do to make them perfectly
等号就是复制这个梯度 equal is just copy this gradient
在这里, here and
旋转它。 just rotate it.
我知道我本可以翻过来的，但是 I know I could have flipped it over, but
当时，轮换似乎更容易 rotating seemed easier at the time
好了。 and there we go.
所以它应该被完美翻转并归并 So that should be perfectly flipped and just merge
这两个在一起，控制这两个层合并在一起或者从顶部的层到底部的层 those two together, controlling to merge those two layers together or emerge the layer at the top to the layer at the bottom
然后控制把它们全部选中，然后试着把它们切下来 and then just control to select it all and then try to cut it
然后我们可以删除这一层。 and then we can delete that layer.
如果你把通道移到绿色通道，然后粘贴， And then if you just go over the channels and then to your green channel and paste it,
这将把蒙版粘贴到绿色通道，这是我们想要的。 that will paste that mask now the gradient into green channel, which is what we want.
我们在绿色通道做同样的事情 So let's do the same thing over in the Green Channel for
第一片云 the first cloud
这两个现在可以使用了。 and that's those two now ready to be used.
所以我们有一个梯度，当它们从左右分开，然后这是我们的 So we've got a gradient as they come off left and right and then this is our
这是云的蒙版，红色是颜色的驱动。 this is our mask for our cloud and then red is driving our color.
我们把它保存下来，保存一个副本 So we just save that out and save a copy of that
作为目标。 as a target.
那朵云a是哪朵云 To which cloud is that cloud a
应该是多云的 think it was cloudy
确保你用的是32位的 and just make sure that you on 32 bit yeah
然后保存第二个。 and then save the second one.
完美的。 Perfect.
所以我们现在应该准备好把这些带入不真实。 So we should be ready now to take these over into unreal.
我们真的没有别的事要做了。 There's not really anything else we need to do.
我们只是把它们导入然后扔到飞机上然后放进引擎里 We're just going to import them and throw them onto planes that we're going to put into engine
并在着色器工作流中添加一点着色器魔法 and add a little bit of shader magic into the shader workflow
让它们从左向右移动。 just to get them moving from left to right.
好了,好了。现在我又回来了。不真实。 Okay, great. So now I'm back in. Unreal.
我要在里面创建这些材料和图片。 I'm just going to create those materials and those pictures in.
对不起。 Sorry.
我们先来做纹理。 So let's get the textures in first.
如果我们转到纹理文件夹 And if we go over to our textures folder and
进口 import
桌面，找到它所在的地方 desktop, find wherever that was
我们称之为。 what we call that.
好的。 Okay.
然后打开开关 And then open toggles
云计算的价值 value in cloud
B，确保我们把所有的层都放在里面。 B and just make sure that we've got all the layers in there.
是的，我们确实看到了。 Yes, we do see them.
太棒了。 Awesome.
我们也在这里制作材料。 So let's also make our materials in here.
所以我们要创建一个新材料并称之为coming out。 So we're just going to create a new material and called this coming out.
好吧。 All right.
真的对不起 Actually sorry
这就是平移云的酷。 that's just cool about panning cloud.
所以现在 So now
然后我们再试一次。 and then what we'll do is let's try again.
我们的云计算 Our cloud
我们先把这个材料设置好。 and let's just set this material up.
首先， So to start with,
我们需要的是你有我们正在使用的纹理 what we're going to need is you have the texture that we're using
我们要把这个和发射和不透明度联系起来。 and we're going to want to hook this up into emissive and opacity.
所以我们需要切换到左边的混合模式这里写着不透明 So we need to go down to our blend mode on the left hand side where it says opaque here
把它变成半透明的。 and just change that over to translucent.
这将是一种稍微贵一点的材料，但它仍然比其他云系统便宜。 This is going to be a slightly more expensive material, but it's still cheaper than other cloud systems.
我认为它对云很有效 And it works, I think quite well for clouds
在远处，不需要非常昂贵。 in the distance that don't need to be super expensive.
我们要建立一些东西。 So we're going to set up a few things.
我们要做的是设置面板，允许它从左向右平移。 What we're going to do is set up the panel that allows it to pan from left to right.
我们将设置一种方法来控制它的发射量，也就是它的亮度。 We're going to set up a way to control how Emissive it is, so basically how bright it is.
然后我们还要勾入我们要加的 And then we're going to also hook in just the we're going to add
在一些对比的梯度两侧只是为了控制 in some contrast to the gradients on either side just to control
当云从左向右移动时，有多少或多少云被混合了。 how much or how little of the cloud gets blended out as it moves from left to right.
为了做这个，我们先来做 So just to do that, let's start first with doing the which
一旦我们开始让我们先从面板开始因为它是一个非常直观的东西。 once we start with let's start with the panel first because it's quite a visual thing.
如果我们把Alpha通道插入基色 So if we just plug in our Alpha channel into our base color
你可以看到， and so you can see here,
让我们把它放在一个正方形上，这样你就可以看到它在一个键上。 let's just put it on a square so you can see it so on a key.
然后我们右键点击任何地方，输入面板 And then if we right click anywhere and just type panel
把那个拿出来 and bring that one out and
然后将其直接插入纹理样本的生命周期中。 then plug that straight into the lives of the texture sample.
它现在不会动，因为我们把这两个都设为0。 And it won't move just now because we've got these both set to zero.
为了让它开始移动，把它设为1 So to make it start moving and set that to one
然后你会看到它开始在屏幕上滑动，就像变魔术一样。 and then you'll see it just starts sliding across the screen as if by magic.
所以我们不想那么快。 So we don't want it that quick.
我们要用更慢的速度来加 We're going to want to add like maybe even slower
可能比那还多 than that, probably
甚至比这还要慢。 even slower than that.
感觉不错。 That feels right.
但我们不想把它设在这里。 But we don't want to set that there.
我们要做的是 What we want to do is
在我们可以控制的参数中设置。 set that in a parameter that we can control.
我们不需要回到材料中去改变它。 And then we don't have to come back into this material to change it.
每次我们想要加速或减速一些云。 Every time we want to speed up or slow down some clouds.
让我们从两个参数开始。 So let's just start off by making two parameters.
所以如果你按住一个，然后点击任何地方，然后再按住一个，点击任何地方。 So if you hold one and then click anywhere and then hold one again and click anywhere.
这将控制速度中的X。为什么 And this will just control the speed X in the speed. Why
所以速度?为什么 so speed? Why
同样的速度x? does the same speed x?
但只在Y轴上? But just on the Y axis?
这两个值会控制这两个。 And so yeah, these two values will control both of those.
然后基本上我们要输入，做笔记 And then basically we want to type in, make notes to
这样我们就可以求出X的值， and that will allow us to put a value for X,
Y的值，然后把结果推到speed中。 value for Y and then shove that result into speed.
我们把这些转换成参数通过右击它们，然后输入convert parameter。 So we turn these into parameters by right clicking them and say converts parameter.
然后我们称它为 And then we call this
重命名为速度x rename out to speed x
然后对另一个做同样的处理 and then do the same to the other one
高速公路。 speedway.
这就是这两个。 So that's those two.
他们应该有一个 They should have a
负载的最大值和最小值在0和1之间。 load of max and min between zero and one.
他们不需要比这更快的速度 They're never really going to need to go faster than that
除非你遇上了疯狂的飓风。 unless you're in some crazy cyclone.
这是第一部分。 And that's the first part.
那么接下来我们要建立的部分是发射。 So so the next part that we want to set up is the emission.
所以我们需要它发光 So we need this to glow
因为我们要用Alpha来让它越界。 because we're going to use Alpha to make it transgressive.
如果你想控制它的亮度显示的亮度和亮度，你就需要把它加进去。 And if you want to control how much it's how much it shows and how bright it is, then you need to pump that into it.
巨大的。 Massive.
另一件事 The other thing that
我们应该做的是如果你切换到左边的材质模型把它改成 we should do actually is if you go to shading model down here on the left and change that to
你在哪里，你在哪里 where are you, where in you
是领导。 are led.
抱歉，这是我最在意的。 Sorry, it's the top one my mind.
如果你把它改成不亮，它就会脱离基本颜色 So if you change that to unlit, it basically takes it out of base color
这意味着这些平面不会被遮蔽，这是我们想要的。 and it just means that those planes are not going to get shadowed, which is kind of what we want.
你不希望云层不被树木之类的东西遮住， You don't want the clouds to not get shadowed by things like the trees and stuff,
它们看起来都像纤细的阴影，上方是纤细的云。 and they all look like nice wispy shadows, nice wispy clouds over the top.
现在你会看到视图不再显示了。 So we're now going to you'll see that the view is not showing anymore.
这只是因为没有光能显示底色。 And that's just because no light can show the base color.
所以你需要把它注入发射色，这就是我们现在要做的。 So you need to pump it into the emissive color, which is what we're going to do now.
你会看到现在又有云了。 And you'll see you now have clouds back again.
你可以把它留在那里，如果你愿意，也可以断开链接。 You can leave that there or you can break the link if you'd like to.
那么我们想要什么 So what we want
现在要做的就是创造一些东西，让我们能够控制它。 to do now is just create something that lets us control that.
如果你按住M，点击得到一个乘法， So if you hold M and click to get a multiply,
把你的阿尔法发射进去 put your emissive the alpha into that
然后输出成发射色。 and then the output into the emissive color.
然后我们写下另一个参数 And then let's put another parameter down
这将控制它的亮度。 and this will control how bright it is.
所以我们要乘以黑色或者我们要代入的任何值。 So we're multiplying against black or whatever value is that we going to put in here.
所以我们可以称这个发射为 So we can call this emissive our
或发射 or emissive
亮度，随你怎么说。 brightness, whatever you'd like to call it.
这很好。 That's fine.
然后在0到1之间， And then we'll do that between zero and one,
因为它再也不需要比刚才更亮了。 because it's never going to need to get brighter than what it was just then.
但我觉得我们应该把默认值设为0.5， But I think maybe what we should do is set the default value to 0.5,
也许更低，但我们会我们会看到一旦我们得到 maybe even lower, but we'll we'll see properly once we've got the
一旦我们得到了不透明度。 once we've got the opacity on.
接下来我们要做的就是为这个连接不透明度。 So next what we're going to do is just start hooking up the opacity for this.
所以我们想复制这里的纹理 So we want to copy the texture that we've got going on there
我们想进入绿色通道 and we want to get the Green Channel,
也就是两边的梯度。 which is the the to the gradients on either side.
那么现在我们要做的是，抱歉，在我们做完这个之后我们要混合 So now what we're going to do, sorry, after we've done this dismissive is we're going to mix
在两边的渐变中我们也可以添加对比度。 in the gradient on either side and we can also add a contrast to that.
如果我们按住鼠标，或者点击右键 So if we hold down or if we just press the right click
添加类型对比， and add type contrast,
我们会得到廉价的对比。 we'll get cheap contrast.
然后我们要放入绿色通道因为这是我们的梯度所在 And then we want to put in the Green Channel because that's where our gradients were
然后按1得到另一个参数，冷却它 and then press one to get another parameter and cool this
边缘，混合对比度 edge, blend contrast
然后把它放进 and then put that into the
对比 contrast
部分。 section.
然后我们接下来我们需要做的是 And then let's then what we're going to need to do actually is
乘以结果 multiply that with the result
的。 of the the alpha.
如果我们 So if we
再乘一次， get another multiply,
把它放进去 put that in there
然后我们来算一下结果。 and then we're going to do the result of that.
它会有这个发射亮度参数。 It's going to have this emissive brightness parameter on it.
这差不多就是我们要做的材料了。 And then that's pretty much the material that we're going to need to make.
对不起,其实, Sorry, actually,
我们需要 we need to
把结果的 put the result of the
这个的结果 result of this one
变成发射色这个也变成不透明度 into the emissive color and this one also into the opacity
Area最终做到了。 area got there in the end.
这样我们就能得到一些云。 So that will give us some clouds.
如果我们应用它，然后保存它 So if we apply that and then save it
然后关闭它，这里有一个规划云 and then close that, we've got a planning cloud here
我们可以为它创建一个材质实例并称之为规划而不需要云a and we can create a material instance of that and call this one planning without having cloud a
在最后泄漏实例，然后创建另一个实例， leak instance at the end, and then create another instance,
把它拔出来 pull it out, be
对了，我们实际上没有做的是 Oh, and what we didn't do actually was
将纹理转换为可选参数， turn the texture into a selectable parameter,
这也是我们需要做的。 which is something that we also need to do.
如果我们回到 So if we go back to
基础材料，把这些转换成参数，它会是这个 base material and just convert these into parameters, it will this one
云 cloud
这是 that's
对这个也做同样的处理。 and do the same for this one as well.
实际上我们不需要，因为这个在用 Or actually we don't need to because this one is using
就是画边，渐变和渐变都是一样的。 is just doing the edges, the gradient and the gradients the same for both.
所以我们要乘以这个，它是梯度，它和这两个都是一样的。 So we're just going to be multiplying this one, which is the gradient, which is exactly the same as the both of them both.
所以我们需要改变的是这个驱动 So what we need to change is this one here which drives
它使用实际的云掩码，然后驱动它通过。 which uses the actual cloud mask and then drives that through.
应该没问题。 So that should be fine.
让我们合上这两个，看看这里 Let's close those two if we have a look here
现在我们从云开始，一个巨大的，然后是速度。 now we've got a start for the cloud, a massive and then the speed.
我们来看看， So let's have a look at that,
确保一切正常，错过它。 make sure everything's working properly, miss it.
亮度是可以的。 Brightness is fine.
边缘混合对比度。 The edge blend contrast.
在我们平移之前你是看不到的。 You're not actually going to see until we get it panning.
代入。 So let's put in.
对了，我不确定你能不能实时看。 Oh, and then I'm not sure you can watch it real time.
同时，让我们提高发射 Also, let's boost the emissive
你可以看到它在这里混合 and you can see it blending out here
所以我们可以增加一些对比度 so we can add some more contrast
正如你所看到的，混合物会变得更紧密 and that the blend out, as you can see, should get tighter
或者这里有个漂亮的退色 or there's a nice fade there
然后把它翻转到中间， and then it flips it to the middle,
这是你不想要的。 which you don't want.
这很好。 So that's fine.
我们把它保存下来。 So let's save that one.
这是云A，然后打开云B So that's cloud A and then let's open cloud B
然后进入我们的 and pop in our
其他云纹理，你会看到更新，以及。 other cloud texture and you'll see the update there as well.
我们设速度为0.01 Let's give that a speed of 0.01
对于另一个度，我们没有这样做。 and we didn't do that for the other one degrees.
我们也应该这样做。 We should do that too.
7.01和缺失的亮度三分之一。 7.01 And the missing brightness serve in three.
这两个都是 So both of those
让他们去现场看看。 let's get them in the scene and have a look.
为了做到这一点，我 So to do that, I'm
只是想要去创造 just going to want to go over to create
然后键入平面 and then type plane
如果它允许的话 if it will let me
选择形状，然后平面拖动 go to shapes and then plane drag
融入到场景中， that into the scene,
不管在哪里。 wherever that is.
是不是因为它太小了? Is it just because it's tiny, isn't it?
我们要确保在网格层中有这个 Let's make sure that we've got that in our mesh level
以及我们应该做什么。 and what we should do.
实际上，让我们创建一个效果级别。 Actually, let's create an effects level.
我们想在空层中创建并调用它 So we want to create in the empty level and call it
教程，嗯，效果。 tutorial, um, effects.
确保我们接通电流，然后把这个移到那个。 So make sure we make current and then move that one into that.
现在我们要做的是找到纹理，找到材质 So now what we want to do is just go down to textures, find our materials
一记重击。 plonk down.
你得到的是一个在平面上移动的云 And what you've got is a cloud that's moving across the plane
这是我们调整它大小的地方 and here's where we just resize it
我们把它变成幂 and we change it to a power
让引擎渲染的成本更低。 to cause actually cheaper for the engine to render that.
现在你可以把它调整成任何你想要的形状。 Now you can kind of resize it to whatever shape you want to.
我们将使用这个vista来设置 And we're just going to use this vista to set
我们有这些，所以你可以把它们放大。 where we have these so you can scale them quite large.
不要害怕他们。 Don't be afraid of them.
我们只需要用到它们 We're just going to use them
使远景层次化 to layer up the vista
给人一种很好的深度感 and to give a good sense of depth
在这里。 going on here.
让我们给这朵云另一朵云 And let's give this one the other cloud
听起来很酷。 sounds quite cool.
所以这些基本上就像从山上垂下来的低空云。 So these are basically just like really low hanging clouds that have come off the mountain.
你可以看到它们有很好的动作。 You can see they've got a nice bit of movement to them.
然后，基本上你要做的就是把这些放到你的场景中。 And then, yeah, basically all you want to do is just be placing these into your scene.
记住，如果你没有传输，选择开启 Remember, if you've not got transmission, select on
你需要按t，这样你就可以选择要传输的内容。 you need to press t so that you can select stuff that is transmitted.
一旦你用完它们，我会把它关掉因为你会一直选择它们 And then once you're done with them, I would turn it off because you'll just keep selecting them all the time
他们可能会很烦人。 and they can be quite annoying.
但是，就是这样。 But yeah, there you go.
他们似乎开始给场景增加了一些深度。 They seem they start to add a little bit of depth to the scene.
它们可以让你把东西分层。 They allow you to layer things up a little bit.
你可以把它们设置得更近或更远。 You can have them set as closer or as far away as you want.
你只需要确保你的相机没有穿过它们， You just need to make sure that your camera doesn't pass through them,
所以让它们离得远一点，比你的相机要远一点。 so just keep them a bit further away, a bit further away than where your camera is going to be.
它们真的很有用。 And they can be really useful.
但是用你喜欢的任何形状的云来尝试重新找到路径 But use whatever cloud shapes you like to try and find the path again
我们把你关在这里 we have you down here is
也许你可以再买一个 maybe you can get another one
然后旋转它。 here somewhere and rotate it.
但当然，我们需要用另一种方式来煎制纹理。 But of course for that one we would need to pan the texture the other way.
所以，要注意这些东西。 So yeah, it's just got to be mindful of that stuff.
但是这些真的很有用。 But these are really useful.
我喜欢用它们，因为它们加起来很快 I like to use them because they add just a really quick
场景的深度和一些动作让它感觉更有活力 bit depth to the scene and some movement and it just makes it feel a bit more alive
它非常适合这种森林氛围，我们要在这里。 and it works really well for this kind of forest vibe, which we're going for here.
哦，我忘了做一件小事，如果我们回到我们的基地规划营地， Oh, one small thing that I forgot to do is also if we go back to our base planning camp,
攀岩、云规划、云材料，我们还可以再搭一个帐篷。 climbing, cloud planning, cloud material, we can just add in a little bit of a tent as well.
如果你回到我们的基础材料，按住3，按下，就会得到a So if you go back into our base material and then just hold three, press that down, that'll give you a
颜色。 color.
没有RGV注释，然后我们把它转换成一个pre参数 No RGV note and then we convert that to a pre parameter
然后就叫它云色吧。 and then just call that cloud tint.
默认值是白色 So the default value I would leave it white
然后我们要把它代入乘数。 and then we want to put that into a multiplier.
所以只要取m So you just hold m
然后直接代回这里 and then plug that straight back into there
然后我要应用它。 and then I want to apply that.
我们应该做的不是把它放在那里。 What we should do actually is not put it there.
把它放回这里。 Let's put that back into here.
我们把它代入这个结果 Let's put it into the result of this
然后把这个代入这个 and then let's put that into that
这样罐头就会被加进去 just so that the tin is only being added
对最终输出的图像进行了发射 to the final output for the image it for the emission 381