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现在让我们创建数字资产，我们可以在我之前真实地打开它
so now let's create digital assets we

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现在让我们创建数字资产，我们可以在我之前真实地打开它
can open this in real and before I

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忘记了，我们也可以在此周围放置一个框架，这样您就知道
forget we can also here put a frame

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忘记了，我们也可以在此周围放置一个框架，这样您就知道
around this as well so you know this is

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控制或遮罩或按顺序排列图层中的图层，以使材料制成
controlling or masks or layers in

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控制或遮罩或按顺序排列图层中的图层，以使材料制成
ordered layers for the material to make

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一种数字资产，我将根据对象级别创建数字资产
a digital asset I'm going to make a

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一种数字资产，我将根据对象级别创建数字资产
digital asset based on the object level

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所以以后如果我想创建多个对象，我也可以这样做
so later if I want to create multiple

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所以以后如果我想创建多个对象，我也可以这样做
objects I can do that as well so it

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不仅停留在垃圾级或子级，所以从这个笔记我要
doesn't only stay in the junk level or

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不仅停留在垃圾级或子级，所以从这个笔记我要
sub level so from this note I'm gonna

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创建一个子网络，然后在西装网络上右键单击创建数字资产
create a sub Network then on the suit

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创建一个子网络，然后在西装网络上右键单击创建数字资产
network right click create digital asset

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我们将保存我们的数字资产，仅将其称为程序性的工具
and we're gonna save our digital asset

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我们将保存我们的数字资产，仅将其称为程序性的工具
just gonna call it procedural tureen

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项目1，然后会弹出此菜单，因此当然在这里我们可以转到
project 1 then this menu will pop up so

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项目1，然后会弹出此菜单，因此当然在这里我们可以转到
of course here we can go to our

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这里的参数将是您在中立时看到的参数
parameters here this will be the

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这里的参数将是您在中立时看到的参数
parameters you will see in a neutral as

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很好，并且默认情况下，因为我们创建了对象级别，所以我们有一些参数
well and by default because we created

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很好，并且默认情况下，因为我们创建了对象级别，所以我们有一些参数
an object level we have some parameters

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已经在这里，所以我要全部选中它们，我们
already here

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已经在这里，所以我要全部选中它们，我们
so I'm gonna select them all and we're

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将单击“不可见”，因为我不需要看到它们，因此我们可以创建自己的
gonna click invisible because I don't

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将单击“不可见”，因为我不需要看到它们，因此我们可以创建自己的
need to see them so we can create our

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自己的参数，但是在创建自己的参数之前，我只是
own parameters but before I'm gonna

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自己的参数，但是在创建自己的参数之前，我只是
create my own parameters I'm just gonna

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测试实际上是否一切正常，所以我将其带入
test out if actually everything is

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测试实际上是否一切正常，所以我将其带入
working so I'm gonna bring this into

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虚幻的东西，所以在现实中我拖放我的数字资产，现在我们也将其拖放
unreal so here in real I drag and drop

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虚幻的东西，所以在现实中我拖放我的数字资产，现在我们也将其拖放
my digital asset and now let's also drag

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这进入我的场景，并且您现在可以在动脉中看到的一切正常工作
this into my scene and everything this

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这进入我的场景，并且您现在可以在动脉中看到的一切正常工作
working you would now see in your artery

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在真实中，所以我们在虚幻中得到了与Edina完全相同的结果，但现在
in the real so we have the exact same

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在真实中，所以我们在虚幻中得到了与Edina完全相同的结果，但现在
results from Edina now in unreal but now

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现在，在高度场上处理真实景观时，您还可以
on the height fields working with the

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现在，在高度场上处理真实景观时，您还可以
landscapes of in real now you can also

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看到一切仍然没有材料，这只是默认材料
see that everything is still without a

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看到一切仍然没有材料，这只是默认材料
material it's just a default material

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上面有方格图案
with the checkered pattern on it

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因此，让我们进一步仔细研究一下材质设置
so but let's also take a closer look

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因此，让我们进一步仔细研究一下材质设置
actually at our material settings so

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当我转到风景中的绘画时刻时，我们可以切换到风景
here we can switch to our landscape when

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当我转到风景中的绘画时刻时，我们可以切换到风景
I go to the paint moment in my landscape

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我实际上可以在这里看到第1层和第2层，所以这些是我
I can actually see here layer 1 and

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我实际上可以在这里看到第1层和第2层，所以这些是我
layer 2 so these are the layers that I

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在batini中创建，因此这些将自动获得
created in batini

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在batini中创建，因此这些将自动获得
so these will automatically get

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转移到我们的绘画模式或控制位置的splat图
transferred here into our paint mode or

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转移到我们的绘画模式或控制位置的splat图
the splat map that controls where

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材料将是重要的，要知道我们自动拥有这个
materials will be so it's important to

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材料将是重要的，要知道我们自动拥有这个
know that we automatically have this

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在这里，所以我现在唯一要做的就是分配材料
over here so now the only thing that I

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在这里，所以我现在唯一要做的就是分配材料
need to do is assign a material

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所以我已经有一个很好设置的材料，这是基础设置
so I've already have a material that's

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所以我已经有一个很好设置的材料，这是基础设置
set up nicely here it is the base set up

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对于我的材料，所以我主要要做的是暗示我的纹理，然后创建一个新的
for my material so what I mainly do is

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对于我的材料，所以我主要要做的是暗示我的纹理，然后创建一个新的
alluding my textures then I create a new

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材料在这里，我这样做了三遍，因为我有三个不同
material here so and I do this three

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材料在这里，我这样做了三遍，因为我有三个不同
times so because I have three different

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层，所以我有一块草石和一个更脏的层，然后在这里我要在这里使用
layers so I have a grass rock and a more

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层，所以我有一块草石和一个更脏的层，然后在这里我要在这里使用
dirt layer then here I'm gonna use here

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用于景观融合或图层融合的注释，然后在这里我们可以进行融合
the note for landscape blending or layer

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用于景观融合或图层融合的注释，然后在这里我们可以进行融合
blending and in here we can then blend

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在这里我们的功能，也基于我们的管道，然后我直接把
with our features here and also based on

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在这里我们的功能，也基于我们的管道，然后我直接把
our pipeline and then I directly put

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这在我们的地形中现在在这里也很重要或有趣，我们也可以
this into our terrain now also important

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这在我们的地形中现在在这里也很重要或有趣，我们也可以
here or interesting is we can also have

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基于我们的火车图层的程序性草放置，以便放置或草
a procedural grass placement based on

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基于我们的火车图层的程序性草放置，以便放置或草
our train layer so for placing or grass

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我实际上将使用真实系统中的
I'm actually going to use the in the

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我实际上将使用真实系统中的
real system to automatically place our

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基于地形的草层，所以我不会将草层放在
grass based on my crest layer for my

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基于地形的草层，所以我不会将草层放在
terrain so I'm not gonna place grass in

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开始我要把叶子和植被放到Houdini，但是我要放草
beginning I'm gonna place foliage and

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开始我要把叶子和植被放到Houdini，但是我要放草
vegetation in Houdini but grass I'm

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会自动使用real处理，以便在Houdini中分配材料
gonna automatically handle that with

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会自动使用real处理，以便在Houdini中分配材料
real so to assign a material in Houdini

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我们将右键单击一种材料并复制参考，因此
we're gonna right click on one material

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我们将右键单击一种材料并复制参考，因此
and gonna copy the reference so this

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将复制零件或此位置的位置，让我们回到我们的
will copy the part or where this

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将复制零件或此位置的位置，让我们回到我们的
location is so let's go back to our

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网络，最后我将使用实际的材质节点
network and at the end here I'm going to

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网络，最后我将使用实际的材质节点
use the in real material nodes

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所以这将自动面对真实的材料音符
so this will be here facing the real

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所以这将自动面对真实的材料音符
material notes automatically we have an

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属性以实际材料命名，在这里我们将粘贴我
attribute called in real material and

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属性以实际材料命名，在这里我们将粘贴我
here we're gonna paste our pads that I

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只是从我们的游戏引擎复制而来，为了团结起见，您也将非常相似
just copied from our game engine so for

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只是从我们的游戏引擎复制而来，为了团结起见，您也将非常相似
unity you will be also very similar

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然后还要确保我要在输出注释中放置
approach as well then also to be sure

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然后还要确保我要在输出注释中放置
I'm gonna place down in output notes

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因为总是希望将其作为输出，所以我要保存我的资产保存
because always want this to be the

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因为总是希望将其作为输出，所以我要保存我的资产保存
output then I'm gonna save my asset save

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实际上，我要在这里单击重建的资产，所以这是我的三个现在重建的
in real I'm gonna here click rebuilt

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实际上，我要在这里单击重建的资产，所以这是我的三个现在重建的
asset so here's my three now rebuild a

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一点或什么都可以，正如您所看到的，我遵循三层
bit or whatever on this as you can see

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一点或什么都可以，正如您所看到的，我遵循三层
three follows the layers that I have and

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阿德尼，然后根据您的材料，您可以玩的路线，可以玩
adeney and then based on your material

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阿德尼，然后根据您的材料，您可以玩的路线，可以玩
you can play route you can play around

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当然，这些值的处理方式以及您看到的所有内容
to it of course how these values are

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当然，这些值的处理方式以及您看到的所有内容
handled and of course everything you see

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这是从像素使用的，所以我们使用快速的名人来装饰
here is used from pixel so we are using

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这是从像素使用的，所以我们使用快速的名人来装饰
the quick celebrity to decorate the

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场景到更多材料等等，现在您可能已经注意到的一件事是
scene to greater materials and so on

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场景到更多材料等等，现在您可能已经注意到的一件事是
now one thing you may have noticed is

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在一两个时刻不能这么快地工作，所以它不起作用的原因
that at the moment or two is not working

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在一两个时刻不能这么快地工作，所以它不起作用的原因
that fast so the reason why it's not

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此刻超快工作基本上是因为这个系统，所以
working super fast at the moment is

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此刻超快工作基本上是因为这个系统，所以
basically because of this system so the

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Evernote本身将需要大量资源进行计算，因为它
Evernote itself will take a lot of

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Evernote本身将需要大量资源进行计算，因为它
resources to calculate because it's

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将不得不计算十帧，因此这将花费大部分时间
going to have to calculate ten frames so

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将不得不计算十帧，因此这将花费大部分时间
this will take most of the time to

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计算，那么我仍然会计算斜率，依此类推，我们可以做些什么
calculate then I will still calculate

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计算，那么我仍然会计算斜率，依此类推，我们可以做些什么
the slope and so on so what we could do

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否则我们将要做的是暂时避免这种情况，当您
or we what we will do is we're gonna

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否则我们将要做的是暂时避免这种情况，当您
bypass this for the moment and when you

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想要看到完成的结果，您将显示该结果，因此对于
want to see the finished result

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想要看到完成的结果，您将显示该结果，因此对于
you're gonna show that result so for the

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当下我真正要做的就是直接在这里连接
moment being what I'm actually gonna do

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当下我真正要做的就是直接在这里连接
is connect this over here directly so

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他们会给出不同的结果，但是对于临时查看，这是
they will give a way different result

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他们会给出不同的结果，但是对于临时查看，这是
but for temporary viewing it this is the

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最快的方法，让我们再说一次资产，现在您将重建我的地形
fastest way so let's say for asset again

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最快的方法，让我们再说一次资产，现在您将重建我的地形
you're gonna now rebuild my terrain it's

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会更快，所以您可以看到它更快，但看起来也非常
going to be much faster so you could see

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会更快，所以您可以看到它更快，但看起来也非常
it was faster but it also looks very

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不同，它看起来更加强烈，您肯定可以看到箭头
different it looks way more intense and

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不同，它看起来更加强烈，您肯定可以看到箭头
you can definitely see that the arrow

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节点在使这一点变得更多方面做得很好
nodes

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节点在使这一点变得更多方面做得很好
does a great job at making this bit more

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很自然，所以现在我们还要在此处添加一些参数
natural so now let's also add a few

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很自然，所以现在我们还要在此处添加一些参数
parameters here the first thing I want

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实际上，这里要做的是创建一个四，该文件夹将包含我们的基础
to do actually here is create a four

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实际上，这里要做的是创建一个四，该文件夹将包含我们的基础
and this folder will contain our base

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地形的设置，因此订购设置和我想要的第一个设置
settings for the terrain so ordering

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地形的设置，因此订购设置和我想要的第一个设置
settings and the first setting I want to

140
00:06:30,560 --> 00:06:33,540
在这里使用此控件，我想控制高度字段和尺寸，所以我要
use this here I want to control the

141
00:06:33,740 --> 00:06:35,850
在这里使用此控件，我想控制高度字段和尺寸，所以我要
height field and the size so I'm going

142
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在此处显示size参数，然后将其调回地形尺寸
to expose the size parameter in here and

143
00:06:39,189 --> 00:06:44,579
在此处显示size参数，然后将其调回地形尺寸
just to recall it to terrain size so

144
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按应用，现在将有一个链接，我要复制粘贴此链接，因此
pressing apply this will now have a link

145
00:06:48,379 --> 00:06:50,610
按应用，现在将有一个链接，我要复制粘贴此链接，因此
I'm going to copy paste this link so the

146
00:06:50,810 --> 00:06:53,790
x和y相同，然后再往下走，我想再有一个系统
x and y are the same then further down

147
00:06:53,990 --> 00:06:55,770
x和y相同，然后再往下走，我想再有一个系统
here I would like to then have system

148
00:06:55,970 --> 00:07:00,480
也可以在这里处理来自虚幻的自定义对象，所以我想要的是一个对象
also that handles here a custom object

149
00:07:00,680 --> 00:07:03,930
也可以在这里处理来自虚幻的自定义对象，所以我想要的是一个对象
from unreal so what I want is an object

150
00:07:04,129 --> 00:07:06,780
合并节点和对象合并节点，实际上我可以从
merge nodes and with an object merge

151
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合并节点和对象合并节点，实际上我可以从
node I can actually call an object from

152
00:07:09,199 --> 00:07:11,939
虚幻，然后我想使用一个开关，如果要使用的话，我将使用该开关
unreal and then I want to use a switch

153
00:07:12,139 --> 00:07:16,079
虚幻，然后我想使用一个开关，如果要使用的话，我将使用该开关
I'm going to use the switch if I'm going

154
00:07:16,279 --> 00:07:20,939
将其放置在此处并将其插入此处，我们将编写一个基本的
to place it here and plug these in over

155
00:07:21,139 --> 00:07:23,730
将其放置在此处并将其插入此处，我们将编写一个基本的
here we're going to write a basic

156
00:07:23,930 --> 00:07:28,170
表达式在这里，所以目前我的对象合并节点没有信息，所以
expression in here so at the moment my

157
00:07:28,370 --> 00:07:31,230
表达式在这里，所以目前我的对象合并节点没有信息，所以
object merge nodes has no information so

158
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它具有零点图元顶点，所以我们可以做的是
it has zero points primitives vertices

159
00:07:33,439 --> 00:07:35,790
它具有零点图元顶点，所以我们可以做的是
so what we can do is we can ask the

160
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对象合并节点的点数，这将成为我们的开关
number of points of the object merge

161
00:07:37,970 --> 00:07:41,030
对象合并节点的点数，这将成为我们的开关
node and that is going to be our switch

162
00:07:41,230 --> 00:07:46,230
所以输入数字的点数是0，所以如果等于0，那么它就等于
so number of points from input number is

163
00:07:46,430 --> 00:07:52,590
所以输入数字的点数是0，所以如果等于0，那么它就等于
0 so if that would be equal to 0 then it

164
00:07:52,790 --> 00:07:55,759
将返回1，这将基本上返回此信息，但尽快
will return 1 which will basically

165
00:07:55,959 --> 00:07:59,910
将返回1，这将基本上返回此信息，但尽快
return this information but as soon as

166
00:08:00,110 --> 00:08:03,329
我在这里输入的内容有一个方框，您会看到其他输入现在有
my input here has for example a box you

167
00:08:03,529 --> 00:08:05,160
我在这里输入的内容有一个方框，您会看到其他输入现在有
will see that the other input now has

168
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之所以被采用，是因为该声明不再是真实的，而是错误的，因此它将
been taken because this statement is not

169
00:08:08,629 --> 00:08:11,040
之所以被采用，是因为该声明不再是真实的，而是错误的，因此它将
true anymore it's false so it will

170
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返回0，这将导致输出第一个多维数据集
return 0 which will result in outputting

171
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返回0，这将导致输出第一个多维数据集
the first cube

172
00:08:17,278 --> 00:08:19,269
所以这是一个非常有用的系统，可以自动在
so this is a very useful system to

173
00:08:19,468 --> 00:08:21,519
所以这是一个非常有用的系统，可以自动在
automatically switch between this so

174
00:08:21,718 --> 00:08:23,468
当您以虚幻方式打开工具时，您会自动获得某种默认值
when you open the tool in unreal you

175
00:08:23,668 --> 00:08:25,689
当您以虚幻方式打开工具时，您会自动获得某种默认值
automatically have sort of a default

176
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布局，然后当您插入自己的形状时，它将自动切换
layout and then when you plug in your

177
00:08:28,108 --> 00:08:29,799
布局，然后当您插入自己的形状时，它将自动切换
own shapes it will automatically switch

178
00:08:29,999 --> 00:08:34,178
在这里按您自己的形状，像这样，现在在这里我可能会创建更多
here to your own shapes so like this and

179
00:08:34,379 --> 00:08:37,748
在这里按您自己的形状，像这样，现在在这里我可能会创建更多
over here now I might create more

180
00:08:37,948 --> 00:08:39,609
文件夹，我将在此处创建子文件夹，以便添加到地形中
folders and I'm going to create

181
00:08:39,809 --> 00:08:43,599
文件夹，我将在此处创建子文件夹，以便添加到地形中
subfolders here so adding to the terrain

182
00:08:43,799 --> 00:08:46,688
我将创建另一个文件夹以减去过滤，让我们来揭露
and I'm going to create another folder

183
00:08:46,889 --> 00:08:50,769
我将创建另一个文件夹以减去过滤，让我们来揭露
for subtracting filtering let's expose

184
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在这里，对象节点是我们可以输入形状的位置，因此输入形状和
here the object nodes this is where we

185
00:08:54,028 --> 00:08:58,029
在这里，对象节点是我们可以输入形状的位置，因此输入形状和
can input our shapes so input shapes and

186
00:08:58,230 --> 00:09:00,188
我将在此处进行减法操作
I'm going to do the same here for the

187
00:09:00,389 --> 00:09:03,079
我将在此处进行减法操作
subtraction

188
00:09:09,159 --> 00:09:13,049
并再次将对象暴露在这里，以便输入形状，我还将
and exposing the object here again so

189
00:09:13,250 --> 00:09:16,439
并再次将对象暴露在这里，以便输入形状，我还将
input shapes and I'm also going to

190
00:09:16,639 --> 00:09:18,389
实际上在这里放下一个开关，因为我并不总是想减去
actually place down a switch here

191
00:09:18,590 --> 00:09:21,779
实际上在这里放下一个开关，因为我并不总是想减去
because I don't always want to subtract

192
00:09:21,980 --> 00:09:24,089
所以如果您不想减去，那么我将在这里公开此值
so in case you don't want to subtract so

193
00:09:24,289 --> 00:09:28,819
所以如果您不想减去，那么我将在这里公开此值
I'm going to expose this value here so

194
00:09:29,019 --> 00:09:33,419
无法将其从整数设置为切换，因此它是基于总数而不是
unable and set this from integer to a

195
00:09:33,620 --> 00:09:37,500
无法将其从整数设置为切换，因此它是基于总数而不是
toggle so it's a total based instead of

196
00:09:37,700 --> 00:09:41,219
一个整数，所以现在我们已经死了，所以现在我们可以加减芯片
a integer so now we have dead so now we

197
00:09:41,419 --> 00:09:42,689
一个整数，所以现在我们已经死了，所以现在我们可以加减芯片
can add and subtract chips

198
00:09:42,889 --> 00:09:45,839
让我们在这里也用模糊量玩一下
let's also play around here with the

199
00:09:46,039 --> 00:09:53,839
让我们在这里也用模糊量玩一下
blur amount so blurring so blur inputs

200
00:09:54,039 --> 00:09:59,209
然后我们也可以暴露失真，所以在这里我要播放此端口
then we can also expose the distortion

201
00:09:59,409 --> 00:10:06,269
然后我们也可以暴露失真，所以在这里我要播放此端口
so here this port then I want to play

202
00:10:06,470 --> 00:10:09,599
周围有噪音，所以我也要公开按键，你也可以称之为
around here with the noise so I'm going

203
00:10:09,799 --> 00:10:15,389
周围有噪音，所以我也要公开按键，你也可以称之为
to expose keys as well you can call this

204
00:10:15,590 --> 00:10:18,959
噪音不，这是一个人，不是，这是一个人的力量，你知道这是一种技能
noise no it's a one no it's a one

205
00:10:19,159 --> 00:10:24,649
噪音不，这是一个人，不是，这是一个人的力量，你知道这是一种技能
strength and you know it's one skill

206
00:10:24,850 --> 00:10:27,870
然后我去同一个耳朵听自动噪音，这是十减去二，所以现在
then I go to the same ear for the auto

207
00:10:28,070 --> 00:10:31,799
然后我去同一个耳朵听自动噪音，这是十减去二，所以现在
noise and this is ten minus two so now

208
00:10:32,000 --> 00:10:33,389
我们这里有一些设置可以控制，您可以像获得更多设置一样
we have some settings here to control

209
00:10:33,590 --> 00:10:36,419
我们这里有一些设置可以控制，您可以像获得更多设置一样
you can get more settings like you can

210
00:10:36,620 --> 00:10:38,519
带着面具玩耍在这里可能也很有趣
play around here with the masks could be

211
00:10:38,720 --> 00:10:40,529
带着面具玩耍在这里可能也很有趣
very interesting as well to control the

212
00:10:40,730 --> 00:10:43,469
如果需要的话可以戴面具，但现在让我们再测试一件事
masks if you wanted but for the moment

213
00:10:43,669 --> 00:10:45,899
如果需要的话可以戴面具，但现在让我们再测试一件事
let's just test this out one more thing

214
00:10:46,100 --> 00:10:47,490
在进入游戏引擎之前，我将跳过此重采样说明
before I go to game engine is I'm going

215
00:10:47,690 --> 00:10:49,349
在进入游戏引擎之前，我将跳过此重采样说明
to skip this resample note which was

216
00:10:49,549 --> 00:10:52,199
增加分辨率，因此添加此分辨率也会降低工具的速度
increasing the resolution so adding this

217
00:10:52,399 --> 00:10:54,959
增加分辨率，因此添加此分辨率也会降低工具的速度
resolution will also slow down the tool

218
00:10:55,159 --> 00:10:56,969
在虚幻中，这是要牢记的，但是如果您想工作，
in unreal so that's something to keep in

219
00:10:57,169 --> 00:10:59,459
在虚幻中，这是要牢记的，但是如果您想工作，
mind but if you want to work that if you

220
00:10:59,659 --> 00:11:01,049
想要快速地阻止某个关卡，然后我们继续
want to have something fast to just

221
00:11:01,250 --> 00:11:03,179
想要快速地阻止某个关卡，然后我们继续
block out a level then we keep the

222
00:11:03,379 --> 00:11:05,669
尽可能低的分辨率，因此我们可以在游戏引擎中非常快速地工作，所以在这里
resolution as low as possible so we can

223
00:11:05,870 --> 00:11:08,669
尽可能低的分辨率，因此我们可以在游戏引擎中非常快速地工作，所以在这里
work very fast in game engine so here in

224
00:11:08,870 --> 00:11:11,370
确实，我已经将mataji重建为资产，现在让我们测试一下我们的参数
real I have rebuilt mataji to asset and

225
00:11:11,570 --> 00:11:13,319
确实，我已经将mataji重建为资产，现在让我们测试一下我们的参数
now let's test out our parameters that

226
00:11:13,519 --> 00:11:16,259
我们首先做了，所以我们在这里有我们的尺寸，所以我们说我们想
we have made so first of all we have

227
00:11:16,460 --> 00:11:18,120
我们首先做了，所以我们在这里有我们的尺寸，所以我们说我们想
here our size so let's say we want to

228
00:11:18,320 --> 00:11:20,039
有更大的地形，我可以按更大的值，现在轮到我了
have a bigger terrain I can press a

229
00:11:20,240 --> 00:11:22,229
有更大的地形，我可以按更大的值，现在轮到我了
bigger value and now my turn

230
00:11:22,429 --> 00:11:26,129
现在更大一点了，如果您想创建更大的道路，可以
it's now a little bit bigger so in case

231
00:11:26,330 --> 00:11:29,669
现在更大一点了，如果您想创建更大的道路，可以
you want to create bigger roads you can

232
00:11:29,870 --> 00:11:31,769
玩弄地形的大小现在我们也有这里或模糊
play around with the size of the

233
00:11:31,970 --> 00:11:35,459
玩弄地形的大小现在我们也有这里或模糊
terrains now we also have here or blur

234
00:11:35,659 --> 00:11:37,859
正如您所看到的那样，这些价值现在已变得越来越模糊，但我喜欢
value as you can see these are now

235
00:11:38,059 --> 00:11:41,069
正如您所看到的那样，这些价值现在已变得越来越模糊，但我喜欢
getting less blurred but I like to have

236
00:11:41,269 --> 00:11:45,929
这样有点模糊，那么我们也可以做一些扭曲，这是
it somewhat blurred like that then we

237
00:11:46,129 --> 00:11:49,529
这样有点模糊，那么我们也可以做一些扭曲，这是
can also do some distort and this is

238
00:11:49,730 --> 00:11:52,979
再一次，这个价值是您必须要注意的东西，所以我们
again a lot this value is something that

239
00:11:53,179 --> 00:11:54,269
再一次，这个价值是您必须要注意的东西，所以我们
you have to watch out to it so what we

240
00:11:54,470 --> 00:11:56,370
可以在金星中钳位此值，所以它不会上升太多，所以让我们打开
can do in Venus clamp this value so it

241
00:11:56,570 --> 00:11:58,289
可以在金星中钳位此值，所以它不会上升太多，所以让我们打开
doesn't go that much up so let's open

242
00:11:58,490 --> 00:12:00,959
我们的数字资产创建菜单，我们可以进行扭曲，在这里我们可以
our menu of digital asset creation we

243
00:12:01,159 --> 00:12:03,479
我们的数字资产创建菜单，我们可以进行扭曲，在这里我们可以
can go to our distort and in here we can

244
00:12:03,679 --> 00:12:06,719
设置一定的范围，例如从0到25，我认为25会很好
set a certain range so from 0 to for

245
00:12:06,919 --> 00:12:10,289
设置一定的范围，例如从0到25，我认为25会很好
example 25 I think 25 would be a great

246
00:12:10,490 --> 00:12:13,109
价值，现在您可以在这里看到，现在我们有了一个更好的滑块
value and now as you can see here we

247
00:12:13,309 --> 00:12:16,729
价值，现在您可以在这里看到，现在我们有了一个更好的滑块
have now a better slider that is less

248
00:12:16,929 --> 00:12:21,599
密集，那么我们也可以在这里或有噪音，所以我们可以添加一些噪音，我们可以
intensive then we can also have here or

249
00:12:21,799 --> 00:12:24,750
密集，那么我们也可以在这里或有噪音，所以我们可以添加一些噪音，我们可以
noises so we can add some noise we can

250
00:12:24,950 --> 00:12:27,379
如果需要，也可以获取这些值，因为大多数时候您都不想要
also grab these values if you want to

251
00:12:27,580 --> 00:12:29,789
如果需要，也可以获取这些值，因为大多数时候您都不想要
because most of the time you don't want

252
00:12:29,990 --> 00:12:32,969
发生了这么多的噪音，我们当然也可以进行测试，所以我可以
that much noise going on and of course

253
00:12:33,169 --> 00:12:34,949
发生了这么多的噪音，我们当然也可以进行测试，所以我可以
we can also play test this so I can just

254
00:12:35,149 --> 00:12:37,258
媒体播放我在这里有我的第三人称蓝图，我可以在
press play I have my third-person

255
00:12:37,458 --> 00:12:40,109
媒体播放我在这里有我的第三人称蓝图，我可以在
blueprint here and I can walk around the

256
00:12:40,309 --> 00:12:43,019
地形，这已经是相当大的地形，因为我正在使用100
terrain so this is already quite huge

257
00:12:43,220 --> 00:12:45,659
地形，这已经是相当大的地形，因为我正在使用100
terrain so because I'm using hundred

258
00:12:45,860 --> 00:12:49,740
单位，这已经是相当大的地形，所以要使用我们的自定义对象
units this is already quite large

259
00:12:49,940 --> 00:12:52,949
单位，这已经是相当大的地形，所以要使用我们的自定义对象
terrain so to used our custom object I

260
00:12:53,149 --> 00:12:54,629
想要将其从几何体切换到世界轮廓绘制器输入，所以这基本上
want to switch this from geometry to

261
00:12:54,830 --> 00:12:57,240
想要将其从几何体切换到世界轮廓绘制器输入，所以这基本上
world outliner input so this basically

262
00:12:57,440 --> 00:12:59,669
说我可以在自己的世界或场景中选择一个物体，所以目前我还没有任何物体
say I can choose an object in my world

263
00:12:59,870 --> 00:13:01,889
说我可以在自己的世界或场景中选择一个物体，所以目前我还没有任何物体
or scene so for now I don't have any

264
00:13:02,089 --> 00:13:04,799
像简单的形状，例如，我要在这里得到一个立方体，也许
like simple shape so I'm gonna for

265
00:13:05,000 --> 00:13:07,649
像简单的形状，例如，我要在这里得到一个立方体，也许
example get here a cube and maybe also

266
00:13:07,850 --> 00:13:11,939
得到一个圆锥体，这样我就可以放大到想要的大小
get the cone one so I can scale this up

267
00:13:12,139 --> 00:13:16,500
得到一个圆锥体，这样我就可以放大到想要的大小
as big as I want to like this for

268
00:13:16,700 --> 00:13:19,948
示例，然后我想在此处进行投影，我也可以这样做
example and I want to project this then

269
00:13:20,149 --> 00:13:22,859
示例，然后我想在此处进行投影，我也可以这样做
for example here and I can also do this

270
00:13:23,059 --> 00:13:27,199
现在完成我的锥体分配，我们将点击开始
done with my cone

271
00:13:27,399 --> 00:13:30,319
现在完成我的锥体分配，我们将点击开始
now to assign we're gonna click start

272
00:13:30,519 --> 00:13:32,750
选择我们将要单击它们的位置，以单击更多，然后使用当前
selecting we're gonna click them shift

273
00:13:32,950 --> 00:13:34,849
选择我们将要单击它们的位置，以单击更多，然后使用当前
to click more and then use current

274
00:13:35,049 --> 00:13:38,839
选择作为投影，正如您现在所看到的，我们将其投影到
selection as projection and as you can

275
00:13:39,039 --> 00:13:41,539
选择作为投影，正如您现在所看到的，我们将其投影到
see now we are projecting this into the

276
00:13:41,740 --> 00:13:44,509
地形也要小心噪音，我注意到当您在
terrain also be careful with the noise I

277
00:13:44,710 --> 00:13:46,459
地形也要小心噪音，我注意到当您在
notice that when you have a big noise in

278
00:13:46,659 --> 00:13:49,939
在这里，您的地形一直很难看这个立方体，所以整体
here your terrain has been difficulties

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00:13:50,139 --> 00:13:54,979
在这里，您的地形一直很难看这个立方体，所以整体
looking at this cube so the overall you

280
00:13:55,179 --> 00:13:57,169
不会因为噪音而变得那么强烈，只是为了消除噪音
won't go that intense with the noise the

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不会因为噪音而变得那么强烈，只是为了消除噪音
noise is just meant to get rid of the

282
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平面感觉，所以您可以看到平面不是完全平坦
flat plane feeling so you can see that

283
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平面感觉，所以您可以看到平面不是完全平坦
the plane is not a fully flat it's just

284
00:14:04,899 --> 00:14:06,769
在那儿有一点噪音我也想做的是在这里的立方体中
to have a little bit noise in there what

285
00:14:06,970 --> 00:14:08,839
在那儿有一点噪音我也想做的是在这里的立方体中
I also like to do is in the cube here

286
00:14:09,039 --> 00:14:12,019
我自己想首先禁用对撞机
itself I like to first of all disable

287
00:14:12,220 --> 00:14:12,620
我自己想首先禁用对撞机
the collider

288
00:14:12,820 --> 00:14:14,809
所以我们不希望与此发生冲突，我也想点击这里
so we don't want any collision of this

289
00:14:15,009 --> 00:14:18,289
所以我们不希望与此发生冲突，我也想点击这里
and I also want to click here actor

290
00:14:18,490 --> 00:14:21,529
隐藏在游戏中，当我按G键时，我现在可以看到它已打开并
hidden in the game and when I press the

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00:14:21,730 --> 00:14:24,828
隐藏在游戏中，当我按G键时，我现在可以看到它已打开并
G key I can now see this turning on and

292
00:14:25,028 --> 00:14:26,449
这非常有用，您也可以禁用该成本核算阴影
off that's very useful you can also

293
00:14:26,649 --> 00:14:29,539
这非常有用，您也可以禁用该成本核算阴影
disable that costing shadow if you want

294
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我现在可以在这里用这个立方体做同样的事情，这个管子可以用来
and I can do the same now with this cube

295
00:14:33,940 --> 00:14:37,819
我现在可以在这里用这个立方体做同样的事情，这个管子可以用来
here as well this tube can be used to

296
00:14:38,019 --> 00:14:40,250
例如，创建一座最具标志性的山峰，将其隐藏起来，
for example create a mountain so most

297
00:14:40,450 --> 00:14:43,219
例如，创建一座最具标志性的山峰，将其隐藏起来，
iconic that is hidden anything and make

298
00:14:43,419 --> 00:14:48,079
确保碰撞已禁用，所以我现在可以将自己的水平挡出
sure the collision is disabled so I can

299
00:14:48,279 --> 00:14:51,229
确保碰撞已禁用，所以我现在可以将自己的水平挡出
now pretty much block out my level I

300
00:14:51,429 --> 00:14:55,819
现在，贪婪肯定已经出场了，我也想为此项目做些什么
greed is certainly out for a scene now

301
00:14:56,019 --> 00:14:57,289
现在，贪婪肯定已经出场了，我也想为此项目做些什么
what I also want to do for this project

302
00:14:57,490 --> 00:15:00,799
是创建一个停电工具，该工具将创建不仅仅是形状的形状
is to create a blackout tool which will

303
00:15:01,000 --> 00:15:03,409
是创建一个停电工具，该工具将创建不仅仅是形状的形状
create a more defined shapes than just

304
00:15:03,610 --> 00:15:07,879
这些立方体或管子，这就是这个部分，所以这个部分主要是关于
these cubes or tubes so that was it for

305
00:15:08,080 --> 00:15:09,649
这些立方体或管子，这就是这个部分，所以这个部分主要是关于
this part so this part was mainly about

306
00:15:09,850 --> 00:15:12,769
创建一个基本的地形设置，然后我们可以稍后对其进行改进，我需要
creating a basic terrain set up and then

307
00:15:12,970 --> 00:15:16,309
创建一个基本的地形设置，然后我们可以稍后对其进行改进，我需要
we can later then improve this I need to

308
00:15:16,509 --> 00:15:17,719
通过增加楼梯，悬崖，呼吸树木等来改善这一点
be gonna improve on this by adding

309
00:15:17,919 --> 00:15:21,849
通过增加楼梯，悬崖，呼吸树木等来改善这一点
stairs cliffs breathing trees and so on

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00:15:22,049 --> 00:15:24,229
所以希望您喜欢这个视频，感谢您的观看
so hope you enjoyed this video thank you

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00:15:24,429 --> 00:15:29,429
所以希望您喜欢这个视频，感谢您的观看
for watching


