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您好，欢迎收看此视频，该视频将涵盖两个非常基础的培训
hello and welcome to this video this

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您好，欢迎收看此视频，该视频将涵盖两个非常基础的培训
video will cover two very basic to train

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人们为我们的项目创建，因此这将是非常简单的培训，
people creates for our project so it's

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人们为我们的项目创建，因此这将是非常简单的培训，
going to be a very simple train that

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然后将用于开始构建或其他功能，因此在这里
will be used then to start building up

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然后将用于开始构建或其他功能，因此在这里
or other features as well so in here in

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胡迪尼（Houdini）的起点当然是身高，因为我们想
Houdini that start out with a height

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胡迪尼（Houdini）的起点当然是身高，因为我们想
field note of course because we want to

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制作一个地形，这是带有高度场注释的，所以这里有我们的地形
make a terrain so this is with height

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制作一个地形，这是带有高度场注释的，所以这里有我们的地形
field notes so here we have our terrain

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我们在这里有四个设置，一些有趣的事情在这里
we have four settings here and some

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我们在这里有四个设置，一些有趣的事情在这里
things that are interesting are here our

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大小，因此整体大小和千位数非常巨大，我会花大约
size so the overall size and thousand is

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大小，因此整体大小和千位数非常巨大，我会花大约
pretty huge and I will take around a

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现在，我们可以稍后再公开此书，因为我想专注于更多
hundred for now we can later expose this

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现在，我们可以稍后再公开此书，因为我想专注于更多
volume because I want to focus on a more

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较小的地形并抛光得更好，然后以后我总是可以扩大
smaller terrain and polish that better

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较小的地形并抛光得更好，然后以后我总是可以扩大
and then later I can always scale up the

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地形，如果我想的话，这里也很重要的是分割模式，所以现在
terrain if I want to then also important

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地形，如果我想的话，这里也很重要的是分割模式，所以现在
here is the division mode so by now it's

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按尺寸设置，但我们也可以按轴设置，现在我们可以填写特定的
set by size but we can also set this by

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按尺寸设置，但我们也可以按轴设置，现在我们可以填写特定的
axis and now we can fill in a specific

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默认情况下，此处的值是512，但如果需要，可以降低此值
value to like by default here is like

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默认情况下，此处的值是512，但如果需要，可以降低此值
512 but you can lower this if you want

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喜欢我们可以先以较低的分辨率工作，然后再将其调高
to like we can I want to work first on a

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喜欢我们可以先以较低的分辨率工作，然后再将其调高
lower resolution and then crank it up

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一点一点地，所以这将成为我们现在的基本设置
little by little so that will be our

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一点一点地，所以这将成为我们现在的基本设置
base settings now what we could do next

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例如添加一些噪音，所以我们在高空胶片上有一些噪音
is for example add some noises so we

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例如添加一些噪音，所以我们在高空胶片上有一些噪音
have some noises here in height film

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如您所见，噪音会导致地形变形，因为我们正在努力
noise which as you can see will deform

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如您所见，噪音会导致地形变形，因为我们正在努力
the terrain and because we are working

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在相当低的规模上，我将不得不听到与规模有关的玩耍
on a quite low scale I'm going to have

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在相当低的规模上，我将不得不听到与规模有关的玩耍
to also hear play around with the scale

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以及火车将影响该平面的幅度如何
and the amplitudes of how much the train

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以及火车将影响该平面的幅度如何
is going to influence this plane so like

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例如，在此下方，我们有更具体的设置
this for example a little bit further

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例如，在此下方，我们有更具体的设置
down here we have more specific settings

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例如，如果您想要这样的特定声音，或者世俗的声音
like if you want a specific noise like

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例如，如果您想要这样的特定声音，或者世俗的声音
this one or the worldly noises are

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总是很高兴
always nice to have

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就像这里，这些都很好，因为您可以看到它们看起来很像山
like here these are quite nice as you

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就像这里，这些都很好，因为您可以看到它们看起来很像山
can see these have very Mountain look

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这样也非常有用，所以我将使用默认值
like this can be very useful as well so

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这样也非常有用，所以我将使用默认值
but I'm gonna go with a more default

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样式有点像这样嘈杂，这里另一个有趣的注意是
style so a little bit noisy like this

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样式有点像这样嘈杂，这里另一个有趣的注意是
and another interesting note here is to

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扭曲，所以我们有一个高度扭曲，所以这个音符会扭曲一些
distort so we have a height distort so

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扭曲，所以我们有一个高度扭曲，所以这个音符会扭曲一些
this note will sort of distort some of

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我们在这里拥有的形状可能非常有趣，所以我们在这里我们也可以
the shapes we have this can be very

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我们在这里拥有的形状可能非常有趣，所以我们在这里我们也可以
interesting here so we here we can also

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将安装座也设置在此处，当我们将其向上摇动太多时，它将破坏
set the mount here as well and when we

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将安装座也设置在此处，当我们将其向上摇动太多时，它将破坏
crank it too much up it will destroy a

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咬地形，但您可以看到我也可以创建有趣的形状
bit the terrain but you can see that I

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咬地形，但您可以看到我也可以创建有趣的形状
can create interesting shapes as well so

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这些实际上是在我们的设备中产生一些噪音和形状的两个基本注意事项
these are actually the two basic notes

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这些实际上是在我们的设备中产生一些噪音和形状的两个基本注意事项
to create some noise and shapes in our

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喝，但对于外圈，我需要关卡设计师或其他各方
drink but for outer ring I want the

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喝，但对于外圈，我需要关卡设计师或其他各方
level designer or other parties that

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想要制造一种饮料来对山在哪里或哪里有一些控制权
want to create a drink to have some

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想要制造一种饮料来对山在哪里或哪里有一些控制权
control on where mountains are or where

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某些形状应该是这样，所以我要在这里取一个盒子，我想使用
certain shapes should be so I'm going to

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某些形状应该是这样，所以我要在这里取一个盒子，我想使用
take down a box here and I want to use

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这个盒子就像模板模型，例如山峰或某个空间
this box as like a template model or for

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这个盒子就像模板模型，例如山峰或某个空间
example a mountain or a certain space I

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要标记，所以我首先要在这里做的是扩大规模，以便
want to mark so what I'm first gonna do

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要标记，所以我首先要在这里做的是扩大规模，以便
here is I'm gonna scale up the box so

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这是一个很小的盒子，所以让我们像这样放大这个盒子，这是一个非常有用的
it's quite small box so let's scale up

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这是一个很小的盒子，所以让我们像这样放大这个盒子，这是一个非常有用的
this box like this and a very useful

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注意是使用投影完成的，所以我们有一个高度场项目
note is done using a projecting so we

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注意是使用投影完成的，所以我们有一个高度场项目
have a height field project this

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基本上可以让我们在地形中投影几何体，所以让我们开始
basically allows us to project geometry

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基本上可以让我们在地形中投影几何体，所以让我们开始
in our terrain so let's here start out

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与我们的基本地形，所以我们有我们的基地环，现在我的盒子在这里，但
with our basic terrain so we have our

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与我们的基本地形，所以我们有我们的基地环，现在我的盒子在这里，但
base the ring and now my box is here but

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我的盒子有点低，所以当我向上移动盒子时，你会看到我的盒子
my box is a little bit low so when I

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我的盒子有点低，所以当我向上移动盒子时，你会看到我的盒子
move my box up you will see that my box

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现在投射在高度场环上，它非常有用，所以现在是一位艺术家
is now projected in the height field

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现在投射在高度场环上，它非常有用，所以现在是一位艺术家
ring it's very useful so now an artist

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然后可以去这里放置在附近的某个山上，例如
can then go here and place down a

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然后可以去这里放置在附近的某个山上，例如
certain mountain near for example like

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您不必使用盒子，也可以使用试管，因此我们可以在这里使用试管
you don't have to use boxes you can also

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您不必使用盒子，也可以使用试管，因此我们可以在这里使用试管
use tubes so we can have a tube here as

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好，这两个结果可以合并，所以它们在一起很大，现在我有了
well and these two results can be merged

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好，这两个结果可以合并，所以它们在一起很大，现在我有了
so they are much together and now I have

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这样，这样可以更像我正在移动的山形
this so this can be more of a mountain

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这样，这样可以更像我正在移动的山形
shape like this I am moving

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同样在这里说我想在这里某处开始一座山
around here as well say I want to have

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同样在这里说我想在这里某处开始一座山
the start of a mountain here somewhere

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所以您也可以标记它，因此通过基本投影我们可以得到这些形状
so you can mark that as well so with the

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所以您也可以标记它，因此通过基本投影我们可以得到这些形状
basic projection we can get these shapes

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在那儿我们还可以做的是减去所以我们可以有一个盒子
in there now what we can also do is

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在那儿我们还可以做的是减去所以我们可以有一个盒子
subtract so we can have a box for

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这个例子开始从形状中减去，所以我要复制这个
example that starts subtracting from the

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这个例子开始从形状中减去，所以我要复制这个
shape so I'm going to copy this

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投影笔记，我将在这里连接它，并创建一个新的
projection note I'm going to connect

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投影笔记，我将在这里连接它，并创建一个新的
this here and I'm going to create a new

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框或复制粘贴此框，假设我要减去此处的面积，以便
box or a copy paste this box let's say I

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框或复制粘贴此框，假设我要减去此处的面积，以便
want to subtract the area here for so

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为了减去我将在这里禁用此值，我要说
for subtracting I'm going to disable

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为了减去我将在这里禁用此值，我要说
this value here and I'm gonna say

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最小，所以看看盒子的最小，正如您现在所看到的，
minimum so to look at the minimum of the

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最小，所以看看盒子的最小，正如您现在所看到的，
box and as you can see now it's going to

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此处的最低值，因此我们现在可以添加或减去
the lowest value over here so now we

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此处的最低值，因此我们现在可以添加或减去
have features to add or subtract and

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这已经给了我们很多控制权，可能有些麻烦的事情
this already gives us a lot of control

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这已经给了我们很多控制权，可能有些麻烦的事情
now a few things that might be bothering

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在这里，我们有这个怪异的人工产物，因为我们完全笔直
is here we have this weird artifact

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在这里，我们有这个怪异的人工产物，因为我们完全笔直
because we are perfectly straight up

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之所以提取这些信息，是因为我在低分辨率下工作
pulling these information so because

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之所以提取这些信息，是因为我在低分辨率下工作
I've worked in a low-resolution

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这可能会有点怪异，所以在我们投影主要形状之后
this might get a little bit weird so

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这可能会有点怪异，所以在我们投影主要形状之后
after we are projecting our main shapes

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我想模糊此信息，所以我们将使用高度场模糊
I would like to blur this information so

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我想模糊此信息，所以我们将使用高度场模糊
we're going to use the height field blur

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在这里，随着模糊，您可以看到正在炸毁达美航空的信息，因此
here and with that blur you can see that

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在这里，随着模糊，您可以看到正在炸毁达美航空的信息，因此
is blowing out Delta's information so

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我要离开下管直尺，因为我的工作规模很小
I'm going to left the lower tube ruler

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我要离开下管直尺，因为我的工作规模很小
and because I work on a quite low scale

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这个值可能很低，所以在我的情况下，三点三非常好
this value can be pretty low so in my

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这个值可能很低，所以在我的情况下，三点三非常好
case three point three is pretty good

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写作，有了这些之后，我们可以再次插入噪音并
writing and after we have this we can

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写作，有了这些之后，我们可以再次插入噪音并
then again plug in our noises and

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扭曲，现在我们有了一种更加可控的方式来处理一切
distortions and now we have a more

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扭曲，现在我们有了一种更加可控的方式来处理一切
controlled way of where everything is so

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我觉得我的声音有点过分，因为我们想保持一点
I think my noises are a bit too intense

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我觉得我的声音有点过分，因为我们想保持一点
because we want to keep it a little bit

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更微妙，所以我想更改噪音类型，实际上我将开始
more subtle so I want to change my noise

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更微妙，所以我想更改噪音类型，实际上我将开始
types and I'm actually gonna start out

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首先是失真，您会看到的，所以如果我现在插入
first with the distortion and you're

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首先是失真，您会看到的，所以如果我现在插入
gonna see by so if I would now plug in

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您可以看到这种失真是专门发生的
the distortion you can see that this

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您可以看到这种失真是专门发生的
distortion is specifically happening

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我们有这些倾斜的区域，所以我们所有的地方都比较平坦
where we have sort of these sloped areas

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我们有这些倾斜的区域，所以我们所有的地方都比较平坦
so everything where we have a quite flat

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区域不会失真，然后到处都有
region it will not be distorted

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区域不会失真，然后到处都有
and then everywhere we have some

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要获取的信息会导致失真，所以在这里我想降低失真
information to go get the distortion so

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00:06:16,470 --> 00:06:19,028
要获取的信息会导致失真，所以在这里我想降低失真
here I want to lower the distortion just

140
00:06:19,228 --> 00:06:20,639
所以我有一点信息，所以看起来有点像
the so I have a little bit of

141
00:06:20,839 --> 00:06:23,468
所以我有一点信息，所以看起来有点像
information so it looks a bit like a

142
00:06:23,668 --> 00:06:26,770
摇滚，我认为您的默认值已经很酷了，但是您当然可以
rock and I think you default value

143
00:06:26,970 --> 00:06:29,319
摇滚，我认为您的默认值已经很酷了，但是您当然可以
already is pretty cool but of course you

144
00:06:29,519 --> 00:06:32,369
可以使这种方式增加得太多，并使这些非常强烈的岩石
can increase this way too much and have

145
00:06:32,569 --> 00:06:37,360
可以使这种方式增加得太多，并使这些非常强烈的岩石
these very this very intense rocks which

146
00:06:37,560 --> 00:06:40,660
当然可以在这里由这个盒子控制，所以这也可以很漂亮
can of course be controlled by this box

147
00:06:40,860 --> 00:06:43,540
当然可以在这里由这个盒子控制，所以这也可以很漂亮
over here so this can be also pretty

148
00:06:43,740 --> 00:06:44,619
很酷，如果您想拥有更多随机形状，但是如果您想要
cool if you want to have a bit more

149
00:06:44,819 --> 00:06:46,749
很酷，如果您想拥有更多随机形状，但是如果您想要
random shapes but if you would like the

150
00:06:46,949 --> 00:06:48,850
要坚持的地形或输入框，然后建议您选择较低的值
terrain to stick to you or boxes input

151
00:06:49,050 --> 00:06:51,610
要坚持的地形或输入框，然后建议您选择较低的值
then I suggest you go with a lower value

152
00:06:51,810 --> 00:06:53,770
我可以置换，然后做得很好，然后再施加一点
I can displace then does a pretty good

153
00:06:53,970 --> 00:06:56,050
我可以置换，然后做得很好，然后再施加一点
job then I would apply a little bit

154
00:06:56,250 --> 00:06:59,020
噪音只是一点点，所以这太多了，我要降低
noise just a little bit so this is too

155
00:06:59,220 --> 00:07:02,949
噪音只是一点点，所以这太多了，我要降低
much and I'm gonna lower down the

156
00:07:03,149 --> 00:07:07,050
设置，所以有点像这样的男孩只是为了有一些信息
settings so a little bit boys like that

157
00:07:07,250 --> 00:07:09,610
设置，所以有点像这样的男孩只是为了有一些信息
just to have some information on the

158
00:07:09,810 --> 00:07:10,149
地面，您当然也可以继续堆放
ground

159
00:07:10,348 --> 00:07:12,278
地面，您当然也可以继续堆放
and you can also of course keep stacking

160
00:07:12,478 --> 00:07:15,309
噪音选项，所以我想有一个工作噪音，现在我们有了
the noise options so let's say I want to

161
00:07:15,509 --> 00:07:18,370
噪音选项，所以我想有一个工作噪音，现在我们有了
have a working noise and now we have

162
00:07:18,569 --> 00:07:21,040
这些饮料中有一些在那里，所以您可以选择拿一些
some bit of these mounting drinks in

163
00:07:21,240 --> 00:07:23,019
这些饮料中有一些在那里，所以您可以选择拿一些
there so you can choose that get some

164
00:07:23,218 --> 00:07:25,028
如果您愿意，可以在该地形中获得更多信息，我将其保持在较低水平，
more information in that terrain if you

165
00:07:25,228 --> 00:07:27,249
如果您愿意，可以在该地形中获得更多信息，我将其保持在较低水平，
want to I'm going to keep it so low and

166
00:07:27,449 --> 00:07:30,309
这也是一个很酷的技巧，我会在这里复制我的模糊，而不是
also a cool trick to do here this I

167
00:07:30,509 --> 00:07:34,389
这也是一个很酷的技巧，我会在这里复制我的模糊，而不是
would copied my blur here and instead of

168
00:07:34,589 --> 00:07:36,519
模糊，我们可以在这里进行扩展，当我进行扩展时，
blurring we can have the option here

169
00:07:36,718 --> 00:07:39,730
模糊，我们可以在这里进行扩展，当我进行扩展时，
expanding and when I do expanding you

170
00:07:39,930 --> 00:07:41,860
可以看到我们的基本形状正在扩展，我要做的是
can see that our basic shapes are

171
00:07:42,060 --> 00:07:45,910
可以看到我们的基本形状正在扩展，我要做的是
getting expanded and what I we do is I

172
00:07:46,110 --> 00:07:48,278
想要根据我实际模糊的程度来扩展形状，所以我们
want to expand my shapes based on how

173
00:07:48,478 --> 00:07:50,350
想要根据我实际模糊的程度来扩展形状，所以我们
much I'm actually blurring so what we

174
00:07:50,550 --> 00:07:52,389
可以在模糊值中执行此操作，我们可以复制/粘贴此okapi参数，然后
can do here in the blur value we can

175
00:07:52,589 --> 00:07:55,480
可以在模糊值中执行此操作，我们可以复制/粘贴此okapi参数，然后
copy/paste this okapi parameter and then

176
00:07:55,680 --> 00:07:57,899
右键单击此处并粘贴参考，然后将其除以2
right click back here and paste the

177
00:07:58,098 --> 00:08:00,968
右键单击此处并粘贴参考，然后将其除以2
reference and divide it by two for

178
00:08:01,168 --> 00:08:05,649
例如，现在当我模糊时，现在当我模糊时，我有点不同
example so now when I would blur so now

179
00:08:05,848 --> 00:08:08,259
例如，现在当我模糊时，现在当我模糊时，我有点不同
when i blur I have a bit different

180
00:08:08,459 --> 00:08:11,889
结果，所以如果我不扩展，您会看到形状越来越多
result so if I would not expand you can

181
00:08:12,089 --> 00:08:14,110
结果，所以如果我不扩展，您会看到形状越来越多
see that the shapes are getting more

182
00:08:14,310 --> 00:08:16,509
向内，形状的扩展变得越来越一致，所以让我们
inwards and what the expand the shapes

183
00:08:16,709 --> 00:08:20,230
向内，形状的扩展变得越来越一致，所以让我们
are getting more consistent so let's

184
00:08:20,430 --> 00:08:22,810
暂时在这里查看我的盒子，您可以清楚地看到
temporarily view my box over here and

185
00:08:23,009 --> 00:08:24,660
暂时在这里查看我的盒子，您可以清楚地看到
you can clearly see

186
00:08:24,860 --> 00:08:30,600
Atem环氧树脂在这里，所以当我模糊时，您会看到它保持一致
Atem epoxy over here so when I blur you

187
00:08:30,800 --> 00:08:33,120
Atem环氧树脂在这里，所以当我模糊时，您会看到它保持一致
can see that it stays quite consistently

188
00:08:33,320 --> 00:08:37,620
框信息周围，当我不这样做时，您会看到
around the box information and when I

189
00:08:37,820 --> 00:08:41,088
框信息周围，当我不这样做时，您会看到
don't do this expanding you will see

190
00:08:41,288 --> 00:08:44,609
我越模糊，这些边缘在桦木中的分布会越多，所以我认为这是一个
that these edges will go more in birch

191
00:08:44,809 --> 00:08:48,568
我越模糊，这些边缘在桦木中的分布会越多，所以我认为这是一个
the more I blur so I thought it was a

192
00:08:48,769 --> 00:08:50,698
有点像贴在我们原始盒子上的好方法
good way to sort of like stick a bit

193
00:08:50,899 --> 00:08:53,639
有点像贴在我们原始盒子上的好方法
closer to our original box here what is

194
00:08:53,839 --> 00:08:54,779
同样重要的是要知道，那边将会有一个大坡度
also important to know is that there

195
00:08:54,980 --> 00:08:57,149
同样重要的是要知道，那边将会有一个大坡度
will be then a big slope over here

196
00:08:57,350 --> 00:08:59,939
在盒子里，我下一步要做的是，我要创造更多一点
around the box what I'm gonna do next is

197
00:09:00,139 --> 00:09:02,099
在盒子里，我下一步要做的是，我要创造更多一点
I'm gonna create a little bit more

198
00:09:02,299 --> 00:09:04,679
可以在这里使用有趣的布局，所以我只是添加了一些随机形状，但我
interesting layout here to work with so

199
00:09:04,879 --> 00:09:06,959
可以在这里使用有趣的布局，所以我只是添加了一些随机形状，但我
I just added some random shapes but I

200
00:09:07,159 --> 00:09:08,849
要增加一点结构，我的意思是说很小的水平，所以在这里我们
want to make a little bit more structure

201
00:09:09,049 --> 00:09:12,209
要增加一点结构，我的意思是说很小的水平，所以在这里我们
I mean a very small level so in here we

202
00:09:12,409 --> 00:09:13,919
就像我会说的主要步行锅一样
have just like the main walking pot I

203
00:09:14,120 --> 00:09:16,318
就像我会说的主要步行锅一样
would say and it's like covered around

204
00:09:16,519 --> 00:09:18,899
这些岩石和山脉，在这里我们必须从更大的山脉开始
these rocks and mountains and here we

205
00:09:19,100 --> 00:09:23,039
这些岩石和山脉，在这里我们必须从更大的山脉开始
have to start with a bigger Mountain so

206
00:09:23,240 --> 00:09:24,870
现在，当我们模糊得到一些有趣的信息时，我们就会扭曲
now when we blur that get some

207
00:09:25,070 --> 00:09:28,409
现在，当我们模糊得到一些有趣的信息时，我们就会扭曲
interesting information then we distort

208
00:09:28,610 --> 00:09:30,508
它看起来更像一个地形，然后我们放置一些
it which will look a bit more like a

209
00:09:30,708 --> 00:09:34,559
它看起来更像一个地形，然后我们放置一些
terrain then we place some little bit

210
00:09:34,759 --> 00:09:38,339
噪音和更多的噪音，所以我们现在有了这个结果，那么我已经放置
noise and so more noise so we have this

211
00:09:38,539 --> 00:09:41,698
噪音和更多的噪音，所以我们现在有了这个结果，那么我已经放置
result now then I would already place

212
00:09:41,899 --> 00:09:44,549
在这里降落未知，我只是将其称为主要地形，所以这
down unknown right here and I'm just

213
00:09:44,750 --> 00:09:48,448
在这里降落未知，我只是将其称为主要地形，所以这
gonna call this out main terrain so this

214
00:09:48,649 --> 00:09:51,870
将是我们主要的地形选择，所以让我们围绕它放置一个框架
will be our main terrain options so

215
00:09:52,070 --> 00:09:54,479
将是我们主要的地形选择，所以让我们围绕它放置一个框架
let's place our a frame around this as

216
00:09:54,679 --> 00:09:56,628
好，这些都是地形的基本设置，因此我们可以添加形状
well so these are all the basic settings

217
00:09:56,828 --> 00:09:59,399
好，这些都是地形的基本设置，因此我们可以添加形状
for our terrain so we can add shapes

218
00:09:59,600 --> 00:10:02,068
减去形状控制大小会增加一些噪音，以此类推
subtract shapes control the size add

219
00:10:02,269 --> 00:10:03,809
减去形状控制大小会增加一些噪音，以此类推
some noise and so on you know for the

220
00:10:04,009 --> 00:10:05,789
下一步，我现在要使其变得更有趣，它看起来确实很棒
next step I'm gonna make this a bit more

221
00:10:05,990 --> 00:10:07,498
下一步，我现在要使其变得更有趣，它看起来确实很棒
interesting right now it does look super

222
00:10:07,698 --> 00:10:10,318
自然，请注意，这对侵蚀节点很有帮助，所以我们将其放置在此处
natural and note that will help a lot is

223
00:10:10,519 --> 00:10:13,229
自然，请注意，这对侵蚀节点很有帮助，所以我们将其放置在此处
to erode nodes so let's place that here

224
00:10:13,429 --> 00:10:15,508
然后将其连接到我们的网络，以便侵蚀节点也基于时间
and let's connect this to our network so

225
00:10:15,708 --> 00:10:18,599
然后将其连接到我们的网络，以便侵蚀节点也基于时间
the erode node is also based on time so

226
00:10:18,799 --> 00:10:21,328
我在这里有时间表，并设置为课程开始时以及何时
I have my timeline here and set to at

227
00:10:21,528 --> 00:10:23,909
我在这里有时间表，并设置为课程开始时以及何时
the beginning of course and when I would

228
00:10:24,110 --> 00:10:27,318
按播放，您会慢慢开始看到我的地形更加详细
press play you would slowly start to see

229
00:10:27,519 --> 00:10:30,240
按播放，您会慢慢开始看到我的地形更加详细
getting my terrain more detailed it

230
00:10:30,440 --> 00:10:32,039
在我们的观察端口上看起来有点怪异，这是因为当我们进入
looks a bit weird on our viewing port

231
00:10:32,240 --> 00:10:33,599
在我们的观察端口上看起来有点怪异，这是因为当我们进入
and that is because when we go to the

232
00:10:33,799 --> 00:10:35,729
可视化选项，您可以禁用可视化，也可以
visualisation option you can either

233
00:10:35,929 --> 00:10:38,539
可视化选项，您可以禁用可视化，也可以
disable the visualization or we can

234
00:10:38,740 --> 00:10:41,599
单击此处查看计算机范围，现在值会好一些，您可以看到
click here to computer range and now the

235
00:10:41,799 --> 00:10:46,189
单击此处查看计算机范围，现在值会好一些，您可以看到
values are a bit better and you can see

236
00:10:46,389 --> 00:10:48,709
它为我的交易增加了很多有趣的细节
that it's added quite a lot of

237
00:10:48,909 --> 00:10:52,039
它为我的交易增加了很多有趣的细节
interesting detail to my trade like it

238
00:10:52,240 --> 00:10:54,409
现在确实有一些更有趣的细节，您现在也可以看到
really have some more interesting

239
00:10:54,610 --> 00:10:58,219
现在确实有一些更有趣的细节，您现在也可以看到
details now now you can also see that

240
00:10:58,419 --> 00:11:00,500
分辨率也很低，因为如果您没记错的话，我
this is also quite low in resolution

241
00:11:00,700 --> 00:11:03,649
分辨率也很低，因为如果您没记错的话，我
because if you remember correctly we I

242
00:11:03,850 --> 00:11:05,959
如果您想提高分辨率，我们会以较低的分辨率开始
started out with a lower resolution if

243
00:11:06,159 --> 00:11:08,120
如果您想提高分辨率，我们会以较低的分辨率开始
you want to increase the resolution we

244
00:11:08,320 --> 00:11:13,069
可以使用重采样高度字段，因此我们可以将其插入此处
can use the resample height field so we

245
00:11:13,269 --> 00:11:15,169
可以使用重采样高度字段，因此我们可以将其插入此处
can plug this in over here you can here

246
00:11:15,370 --> 00:11:17,719
点击特定的分辨率，我们可以再次按轴进行设置，假设
click on specific resolution and we can

247
00:11:17,919 --> 00:11:20,240
点击特定的分辨率，我们可以再次按轴进行设置，假设
set this again by axis and let's say if

248
00:11:20,440 --> 00:11:23,389
您想转到512，它将扩展到512。
you want to go to 512 it will scale up

249
00:11:23,589 --> 00:11:27,219
您想转到512，它将扩展到512。
to 512 what's also very important is

250
00:11:27,419 --> 00:11:30,109
当您提高分辨率时，箭头的结果也会改变
when you increase the resolution the

251
00:11:30,309 --> 00:11:32,629
当您提高分辨率时，箭头的结果也会改变
result of the arrow it will also change

252
00:11:32,830 --> 00:11:35,109
很多，因为它有很多可用的信息，因此当我们插入时
a lot because it has a lot of more

253
00:11:35,309 --> 00:11:37,370
很多，因为它有很多可用的信息，因此当我们插入时
information to work with so when we plug

254
00:11:37,570 --> 00:11:39,889
在这里的信息中，我将单击“重置”，现在它将要计算
in the information here I'm gonna click

255
00:11:40,089 --> 00:11:42,679
在这里的信息中，我将单击“重置”，现在它将要计算
reset and now it's going to calculate

256
00:11:42,879 --> 00:11:44,959
直到16帧，这可能需要一点时间，如您所见，它已经改变了
until 16 frames this might take a moment

257
00:11:45,159 --> 00:11:48,289
直到16帧，这可能需要一点时间，如您所见，它已经改变了
and as you can see now it has changed a

258
00:11:48,490 --> 00:11:51,378
您还可以看到，它也变得越来越管闲
lot it has also become more a lot in

259
00:11:51,578 --> 00:11:54,128
您还可以看到，它也变得越来越管闲
nosey as you can see there is a lot of

260
00:11:54,328 --> 00:11:56,959
嘈杂的东西，所以这就是为什么我有时想先从低
noisy things so that's why I would

261
00:11:57,159 --> 00:11:59,120
嘈杂的东西，所以这就是为什么我有时想先从低
sometimes like to first with the low

262
00:11:59,320 --> 00:12:01,519
腐蚀的分辨率，然后我们可以在以后添加更多的腐蚀
resolution of erode and then we can

263
00:12:01,720 --> 00:12:05,539
腐蚀的分辨率，然后我们可以在以后添加更多的腐蚀
later add a little bit more erosion if

264
00:12:05,740 --> 00:12:07,250
您想很好地添加一些小细节，我想开始
you want you to add some more little

265
00:12:07,450 --> 00:12:09,019
您想很好地添加一些小细节，我想开始
details well I would like to start out

266
00:12:09,220 --> 00:12:11,179
首先是低分辨率的爱德华兹（Edwards），在这里我们也可以播放
the first with like a low resolution of

267
00:12:11,379 --> 00:12:13,219
首先是低分辨率的爱德华兹（Edwards），在这里我们也可以播放
Edwards and here we can also play back

268
00:12:13,419 --> 00:12:16,669
看看发生了什么事，所以现在我要坚持我的
to see what's what what's going on so

269
00:12:16,870 --> 00:12:19,519
看看发生了什么事，所以现在我要坚持我的
for the moment I am gonna stick to my

270
00:12:19,720 --> 00:12:23,029
普通分辨率我还要做的是使用冻结帧
normal resolution what I'm also gonna do

271
00:12:23,230 --> 00:12:25,669
普通分辨率我还要做的是使用冻结帧
is I'm gonna use the freeze frame so

272
00:12:25,870 --> 00:12:27,169
这样可以确保我们一直使用20帧，在这种情况下，我认为20帧
this will make sure we are always using

273
00:12:27,370 --> 00:12:30,289
这样可以确保我们一直使用20帧，在这种情况下，我认为20帧
frame 20 in this case 20 frames I think

274
00:12:30,490 --> 00:12:32,899
我要去10太多了，我们需要重置模拟，现在我
it's too much I'm gonna go for 10 and we

275
00:12:33,100 --> 00:12:35,750
我要去10太多了，我们需要重置模拟，现在我
need to reset the simulation and now I

276
00:12:35,950 --> 00:12:37,539
具有机长的结果，因此分辨率较低，但更大
have this result of captain

277
00:12:37,740 --> 00:12:40,609
具有机长的结果，因此分辨率较低，但更大
so with lower resolution but more bigger

278
00:12:40,809 --> 00:12:42,709
我会说细节，所以这是第一步，我们也很重要
details I would say so this is then a

279
00:12:42,909 --> 00:12:45,500
我会说细节，所以这是第一步，我们也很重要
first pass what we also very important

280
00:12:45,700 --> 00:12:47,089
后来带来相同的游戏引擎是当我去模拟时
later on to bring the same game engine

281
00:12:47,289 --> 00:12:49,159
后来带来相同的游戏引擎是当我去模拟时
is when I go to simulation it's

282
00:12:49,360 --> 00:12:51,289
当前正在缓存同化，这就是为什么总是
currently caching assimilations that's

283
00:12:51,490 --> 00:12:52,429
当前正在缓存同化，这就是为什么总是
why also always

284
00:12:52,629 --> 00:12:54,529
按下重置按钮，因为它有点像缓存模拟，
to press the reset button because it's

285
00:12:54,730 --> 00:12:56,719
按下重置按钮，因为它有点像缓存模拟，
sort of like caching the simulation so

286
00:12:56,919 --> 00:13:00,139
它可以快速获取，因此我们可以快速泄漏到此处以滚动到时间表
it can get fastly so we can fast leak

287
00:13:00,339 --> 00:13:03,109
它可以快速获取，因此我们可以快速泄漏到此处以滚动到时间表
scroll here to the timeline for it to

288
00:13:03,309 --> 00:13:05,479
在游戏引擎中工作，它总是需要重置自身，因为在游戏引擎I中
work in game engine it always needs to

289
00:13:05,679 --> 00:13:08,209
在游戏引擎中工作，它总是需要重置自身，因为在游戏引擎I中
reset itself because in game engine I

290
00:13:08,409 --> 00:13:11,089
例如会移动一个盒子，所以如果我要移动这个盒子，你会看到
would for example move a box so if I

291
00:13:11,289 --> 00:13:13,188
例如会移动一个盒子，所以如果我要移动这个盒子，你会看到
were to move this box you can see

292
00:13:13,389 --> 00:13:17,118
您什么都没发生，这里的地形已更新，但我的腐蚀笔记并非如此
nothing is happening you the terrain is

293
00:13:17,318 --> 00:13:20,389
您什么都没发生，这里的地形已更新，但我的腐蚀笔记并非如此
updated here but my erode note is not so

294
00:13:20,589 --> 00:13:24,649
我会在这里禁用此选项，现在它将始终像
I would disable this option here and now

295
00:13:24,850 --> 00:13:27,409
我会在这里禁用此选项，现在它将始终像
it will always calculate sort of like in

296
00:13:27,610 --> 00:13:29,089
实时，无需缓存任何信息
real time without caching any

297
00:13:29,289 --> 00:13:29,929
实时，无需缓存任何信息
information

298
00:13:30,129 --> 00:13:33,589
请记住，对于游戏引擎，我们不希望它缓存它，因为我们
keep in mind that for game engines we

299
00:13:33,789 --> 00:13:35,209
请记住，对于游戏引擎，我们不希望它缓存它，因为我们
don't want it to cache it because we

300
00:13:35,409 --> 00:13:37,519
想要再次计算它，可以在游戏引擎中公开它
want to calculate it always again it's

301
00:13:37,720 --> 00:13:39,558
想要再次计算它，可以在游戏引擎中公开它
possible to expose this in game engine

302
00:13:39,759 --> 00:13:41,959
而且，在箭头的更远处，它有很多选择，稍后您将看到
as well so further on the arrow it has a

303
00:13:42,159 --> 00:13:44,839
而且，在箭头的更远处，它有很多选择，稍后您将看到
lot of options as you can see a later on

304
00:13:45,039 --> 00:13:47,568
我将多次使用它指出的箭头，并向您展示更多
I will use the arrow it notes multiple

305
00:13:47,769 --> 00:13:50,359
我将多次使用它指出的箭头，并向您展示更多
times and I will show you a few more of

306
00:13:50,559 --> 00:13:52,279
对我们有用的设置，但默认情况下，我认为
the settings that will be useful to us

307
00:13:52,480 --> 00:13:55,008
对我们有用的设置，但默认情况下，我认为
but for the moment by default I think it

308
00:13:55,208 --> 00:13:57,229
做得很好，已经在下一步中添加了一些细节视图
does a nice job of already adding some

309
00:13:57,429 --> 00:13:59,929
做得很好，已经在下一步中添加了一些细节视图
view of the details now to the next step

310
00:14:00,129 --> 00:14:04,429
现在我想添加一个草层，这意味着
now I want to sort of add a grass layer

311
00:14:04,629 --> 00:14:06,859
现在我想添加一个草层，这意味着
that means that certain parts of the

312
00:14:07,059 --> 00:14:08,929
地形将变得更加平坦或崎y不平，因为它将变得更加肮脏或
terrain will be more flat or bumpy

313
00:14:09,129 --> 00:14:11,238
地形将变得更加平坦或崎y不平，因为它将变得更加肮脏或
because it's going to be more a dirt or

314
00:14:11,438 --> 00:14:15,198
草层，一个非常有用的说明是这个淋巴结，所以高度场
grass layer and a very useful note for

315
00:14:15,399 --> 00:14:17,839
草层，一个非常有用的说明是这个淋巴结，所以高度场
that is this lymph node so height field

316
00:14:18,039 --> 00:14:20,959
倾斜此笔记非常有用，但是在我可以使用之前，我还将
slope this note is very useful but

317
00:14:21,159 --> 00:14:22,849
倾斜此笔记非常有用，但是在我可以使用之前，我还将
before I can use this I'm also going to

318
00:14:23,049 --> 00:14:24,979
需要一个面具，我们将按功能使用该面具，所以这有点
need a mask and we're going to use the

319
00:14:25,179 --> 00:14:27,409
需要一个面具，我们将按功能使用该面具，所以这有点
mask by feature so this is sort of the

320
00:14:27,610 --> 00:14:30,198
创建面罩的默认注释，现在我们可以看到我可以自动创建一个
default notes to create masks and now we

321
00:14:30,399 --> 00:14:32,328
创建面罩的默认注释，现在我们可以看到我可以自动创建一个
can see that I can automatically have a

322
00:14:32,528 --> 00:14:34,669
基于所有坡度的遮罩，但是我现在想要的实际上是
mask based all the slopes but what I

323
00:14:34,870 --> 00:14:36,289
基于所有坡度的遮罩，但是我现在想要的实际上是
would like to have now is actually a

324
00:14:36,490 --> 00:14:38,839
这是相反的掩码，所以我可以单击“反转”，现在我们有了一个掩码
mask that is the inverse of this so I

325
00:14:39,039 --> 00:14:41,868
这是相反的掩码，所以我可以单击“反转”，现在我们有了一个掩码
can click invert and now we have a mask

326
00:14:42,068 --> 00:14:45,529
比较平坦的区域，因此根据这些值，我们可以定义它们的位置
of the more flat areas so here based on

327
00:14:45,730 --> 00:14:48,229
比较平坦的区域，因此根据这些值，我们可以定义它们的位置
these values we can define where they

328
00:14:48,429 --> 00:14:52,368
当我们这里也有一个斜坡来消除这种影响时应该发生
should happen when we have also here a

329
00:14:52,568 --> 00:14:55,578
当我们这里也有一个斜坡来消除这种影响时应该发生
ramp to sort of blur out this effect a

330
00:14:55,778 --> 00:14:58,248
多一点，但我认为默认值已经可以正常工作了，我要塞一下
bit more but I think the default value

331
00:14:58,448 --> 00:15:00,889
多一点，但我认为默认值已经可以正常工作了，我要塞一下
already works nicely and I'm gonna plug

332
00:15:01,089 --> 00:15:03,289
它在我的斜坡上，这已经是我们得到的结果
it in my slope and this is already the

333
00:15:03,490 --> 00:15:05,500
它在我的斜坡上，这已经是我们得到的结果
result we are getting

334
00:15:05,700 --> 00:15:07,959
为了使它更好一点，我将使用透明面罩
so to make it a bit better officially

335
00:15:08,159 --> 00:15:11,049
为了使它更好一点，我将使用透明面罩
I'm going to use the clear mask so

336
00:15:11,250 --> 00:15:14,399
您清除了遮罩，现在您可以看到这些区域变得平坦了
you're clear mask and now you can see

337
00:15:14,600 --> 00:15:18,039
您清除了遮罩，现在您可以看到这些区域变得平坦了
that these areas are getting flat so

338
00:15:18,240 --> 00:15:19,569
这意味着上面会有草层或泥土层，而这
that means that there will be grass

339
00:15:19,769 --> 00:15:23,019
这意味着上面会有草层或泥土层，而这
layers on them or dirt layers and this

340
00:15:23,220 --> 00:15:25,299
可能太多了，那么我们可以在这里进行扩展迭代，所以如果我们
may be too much then we can play around

341
00:15:25,500 --> 00:15:28,569
可能太多了，那么我们可以在这里进行扩展迭代，所以如果我们
here with the spread iteration so if we

342
00:15:28,769 --> 00:15:33,129
增加这个值，这有点像向后退一点
increase this value it was sort of here

343
00:15:33,330 --> 00:15:34,689
增加这个值，这有点像向后退一点
it sort of Cove a little bit backwards

344
00:15:34,889 --> 00:15:37,240
而且会有更多的岩石细节，如果我们走遍所有的地方，您可以看到
and there will be more details of the

345
00:15:37,440 --> 00:15:40,629
而且会有更多的岩石细节，如果我们走遍所有的地方，您可以看到
rocks and if we go all over you can see

346
00:15:40,830 --> 00:15:42,879
我们将进一步模糊它，所以我实际上想将其增加到
that we'll sort of blur it even more out

347
00:15:43,080 --> 00:15:46,329
我们将进一步模糊它，所以我实际上想将其增加到
so I actually want to increase this to

348
00:15:46,529 --> 00:15:49,359
大约200个评分，只是我们那里有一些细节，所以我们像这样
around 200 rating just we have a few

349
00:15:49,559 --> 00:15:51,490
大约200个评分，只是我们那里有一些细节，所以我们像这样
details there so we have it like this

350
00:15:51,690 --> 00:15:54,819
很好，所以在这里我稍微增加了噪音，
that's pretty nice so here I increase

351
00:15:55,019 --> 00:15:57,129
很好，所以在这里我稍微增加了噪音，
the noise a bit here that I have the

352
00:15:57,330 --> 00:15:59,469
更多的噪音，我们还有另外两个岩石会从
more noise we have two more of these

353
00:15:59,669 --> 00:16:01,689
更多的噪音，我们还有另外两个岩石会从
rocks that will appear out from the

354
00:16:01,889 --> 00:16:04,509
草，所以有了这种噪音，我们可以控制Brock应该弹出多少
grass so with this noise we can sort of

355
00:16:04,710 --> 00:16:07,899
草，所以有了这种噪音，我们可以控制Brock应该弹出多少
control how much Brock should pop out of

356
00:16:08,100 --> 00:16:10,120
草，所以如果您想在地形上主要放草，那么您的
the grass so if you want to have a

357
00:16:10,320 --> 00:16:14,049
草，所以如果您想在地形上主要放草，那么您的
mainly grass on your terrain then your

358
00:16:14,250 --> 00:16:15,909
应该保持低噪音，但是如果您想在这里和那里有一些岩石
should keeping the noise low but if you

359
00:16:16,110 --> 00:16:17,559
应该保持低噪音，但是如果您想在这里和那里有一些岩石
want to have some rocks here and there

360
00:16:17,759 --> 00:16:18,899
分散，那么你应该增加一些
scattered

361
00:16:19,100 --> 00:16:21,579
分散，那么你应该增加一些
then you should increase some of the

362
00:16:21,779 --> 00:16:24,819
噪声噪声值，所以我做完后会有一些像这样的岩石出来
noise noise values so we have some rocks

363
00:16:25,019 --> 00:16:27,309
噪声噪声值，所以我做完后会有一些像这样的岩石出来
like here coming out after I'm done with

364
00:16:27,509 --> 00:16:29,620
这个我已经要放一个框架了，这是我的第一个
this I'm gonna already put a frame

365
00:16:29,820 --> 00:16:32,519
这个我已经要放一个框架了，这是我的第一个
around this and this is sort of my first

366
00:16:32,720 --> 00:16:35,319
我会说地形的细节传递就像定义的非常基本的传递
detail pass of the terrain I would say

367
00:16:35,519 --> 00:16:38,829
我会说地形的细节传递就像定义的非常基本的传递
just like a very basic pass of defining

368
00:16:39,029 --> 00:16:41,199
岩石的形状以及其中一些草丛区域的位置
where the rock shapes are and where some

369
00:16:41,399 --> 00:16:44,049
岩石的形状以及其中一些草丛区域的位置
of these grass areas will be set the

370
00:16:44,250 --> 00:16:46,419
我一直在这里做的主要事情，所以从这里开始
main thing that I've been doing here so

371
00:16:46,620 --> 00:16:48,819
我一直在这里做的主要事情，所以从这里开始
from here I'm gonna start out creating

372
00:16:49,019 --> 00:16:51,759
我的游戏引擎清真寺，所以最终游戏我们当然要
my mosques for in-game engine so end

373
00:16:51,960 --> 00:16:53,829
我的游戏引擎清真寺，所以最终游戏我们当然要
game we want to of course have a

374
00:16:54,029 --> 00:16:56,229
材料，这种材料是基于清真寺的，所以我们现在不能在这里决定什么
material and this material is based on

375
00:16:56,429 --> 00:16:59,829
材料，这种材料是基于清真寺的，所以我们现在不能在这里决定什么
mosque so we cannot decide here now what

376
00:17:00,029 --> 00:17:01,959
我们的清真寺将是一个很好的起点，那就是通过功能使用清真寺
our mosque will be so a great way to

377
00:17:02,159 --> 00:17:06,378
我们的清真寺将是一个很好的起点，那就是通过功能使用清真寺
start is to use the mosque by features

378
00:17:06,578 --> 00:17:10,368
因此我们已经可以定义岩石区域在哪里，例如我在
so with this we can already define where

379
00:17:10,568 --> 00:17:13,378
因此我们已经可以定义岩石区域在哪里，例如我在
the rock areas are for example what I'm

380
00:17:13,578 --> 00:17:16,409
我要在这里做的是，我将使用最小斜率降低此值
gonna do here is I'm going to lower this

381
00:17:16,609 --> 00:17:19,049
我要在这里做的是，我将使用最小斜率降低此值
value with the slope the minimum slope

382
00:17:19,250 --> 00:17:21,839
我要增加最大数量，而不是290，你也可以玩
and I'm gonna increase the maximum here

383
00:17:22,039 --> 00:17:24,809
我要增加最大数量，而不是290，你也可以玩
instead of 290 you can also play around

384
00:17:25,009 --> 00:17:26,638
在这个斜坡上，所以如果您愿意，我们希望有一个更柔和的过渡
here with this ramp so we have like a

385
00:17:26,838 --> 00:17:30,389
在这个斜坡上，所以如果您愿意，我们希望有一个更柔和的过渡
softer transition if you want that so

386
00:17:30,589 --> 00:17:32,220
您可以使像这样的东西变得更柔软我们也可以启用
you can make it a little bit softer for

387
00:17:32,420 --> 00:17:35,460
您可以使像这样的东西变得更柔软我们也可以启用
something like this we can also enable

388
00:17:35,660 --> 00:17:37,680
另一个吊舱，因此我们基于“高度”来确定峰或曲率方向，
another pod so we have based on Heights

389
00:17:37,880 --> 00:17:41,789
另一个吊舱，因此我们基于“高度”来确定峰或曲率方向，
the peaks or curvature direction and the

390
00:17:41,990 --> 00:17:45,000
遮挡，因此我们可以例如启用包含，以及我将在
occlusion so we can for example enable

391
00:17:45,200 --> 00:17:47,579
遮挡，因此我们可以例如启用包含，以及我将在
inclusion and what I'm gonna do in the

392
00:17:47,779 --> 00:17:49,769
遮挡在这里，我要设置较低的观看距离，我要玩
occlusion here I'm gonna set the viewing

393
00:17:49,970 --> 00:17:52,559
遮挡在这里，我要设置较低的观看距离，我要玩
distance in lower and I'm gonna play

394
00:17:52,759 --> 00:17:55,589
围绕着这里的坡道，这样我们消耗的力量就在附近
around with the ramp here so that

395
00:17:55,789 --> 00:17:59,309
围绕着这里的坡道，这样我们消耗的力量就在附近
strength is around there we consume is

396
00:17:59,509 --> 00:18:00,899
我们可以在这里平滑底部，所以如果您仔细观察，
that we can sort of smooth out the

397
00:18:01,099 --> 00:18:04,319
我们可以在这里平滑底部，所以如果您仔细观察，
bottom here so if you look closely you

398
00:18:04,519 --> 00:18:06,690
如果需要，可以在底部有一些更平滑的值
can have like a little bit smoother

399
00:18:06,890 --> 00:18:08,879
如果需要，可以在底部有一些更平滑的值
values there at the bottom if you want

400
00:18:09,079 --> 00:18:12,139
就像这里，我们可以像古德森一样在这里得到更具体的遮罩
that like here we can get a bit more

401
00:18:12,339 --> 00:18:16,019
就像这里，我们可以像古德森一样在这里得到更具体的遮罩
specific mask here as Goodson just by

402
00:18:16,220 --> 00:18:19,079
结合斜率和遮挡，我们可以在此处进行更具体的选择
combining the slope and the occlusion we

403
00:18:19,279 --> 00:18:22,169
结合斜率和遮挡，我们可以在此处进行更具体的选择
can have a more specific selection here

404
00:18:22,369 --> 00:18:24,809
但是我想让这个问题在我们以后总能解决的时候保持稳定
but I want to keep this actually settle

405
00:18:25,009 --> 00:18:27,569
但是我想让这个问题在我们以后总能解决的时候保持稳定
at the moments we can always later on

406
00:18:27,769 --> 00:18:30,180
如果我们需要它，可以在这里发推文，这里的一个好主意是
tweet this if we need it and what can

407
00:18:30,380 --> 00:18:32,309
如果我们需要它，可以在这里发推文，这里的一个好主意是
also be good idea here was to actually

408
00:18:32,509 --> 00:18:34,858
例如他的样本或图灵转换为512的高分辨率
for example what his sample or Turing

409
00:18:35,058 --> 00:18:37,559
例如他的样本或图灵转换为512的高分辨率
into a higher resolution like 512 for

410
00:18:37,759 --> 00:18:39,779
例如，我现在要做的就是按功能使用另一个Mouse，在这里我
example what I'm gonna do now is to use

411
00:18:39,980 --> 00:18:42,899
例如，我现在要做的就是按功能使用另一个Mouse，在这里我
another Mouse by feature and in here I

412
00:18:43,099 --> 00:18:45,389
我想主要关注曲率，而我想拥有曲率
want to focus mainly on the curvature

413
00:18:45,589 --> 00:18:47,729
我想主要关注曲率，而我想拥有曲率
and I want to have the curvature so

414
00:18:47,929 --> 00:18:49,229
我们将不得不计算一个范围，而您将不得不与
we're gonna have to compute a range and

415
00:18:49,429 --> 00:18:50,940
我们将不得不计算一个范围，而您将不得不与
you're gonna have to play around with

416
00:18:51,140 --> 00:18:53,339
包装，如您所见，我们在这里有一个非常有趣的值，
the wrap and as you can see now we have

417
00:18:53,539 --> 00:18:55,950
包装，如您所见，我们在这里有一个非常有趣的值，
a quite interesting values over here and

418
00:18:56,150 --> 00:18:59,519
我们可以例如通过执行布鲁斯这些值，我实际上想
we can Bruce these values by doing this

419
00:18:59,720 --> 00:19:01,559
我们可以例如通过执行布鲁斯这些值，我实际上想
for example and I actually want to

420
00:19:01,759 --> 00:19:05,099
降低这些值，所以我的意思是你想要这个，然后可以减去
decrease these values so I mean you want

421
00:19:05,299 --> 00:19:08,579
降低这些值，所以我的意思是你想要这个，然后可以减去
this and this can then be subtracted

422
00:19:08,779 --> 00:19:12,569
从我们的数学中得出，所以我有一个这样的数学，但这非常激烈，所以我可能
from our math so I have a math like that

423
00:19:12,769 --> 00:19:16,709
从我们的数学中得出，所以我有一个这样的数学，但这非常激烈，所以我可能
but this is quite intense so I might

424
00:19:16,909 --> 00:19:19,750
保持它的微妙，并执行类似的操作以快速切换到我的
do keep it subtle and do something like

425
00:19:19,950 --> 00:19:22,389
保持它的微妙，并执行类似的操作以快速切换到我的
this going to quickly switch here to my

426
00:19:22,589 --> 00:19:25,019
非照明模式，因此我们可以更好地看到它，因此我们可以拥有这些
unlit mode so we can see it a bit better

427
00:19:25,220 --> 00:19:29,729
非照明模式，因此我们可以更好地看到它，因此我们可以拥有这些
so we can have these little these little

428
00:19:29,929 --> 00:19:32,740
那里的曲率边缘，稍后会产生不错的效果，
curvature edges in there which will give

429
00:19:32,940 --> 00:19:35,078
那里的曲率边缘，稍后会产生不错的效果，
a nice result later on then an extra

430
00:19:35,278 --> 00:19:38,049
我们可以做的步骤是从腐蚀笔记中发现实际上有新的图层或蒙版
step we can do is from our erode notes

431
00:19:38,250 --> 00:19:42,149
我们可以做的步骤是从腐蚀笔记中发现实际上有新的图层或蒙版
there are actually new layers or masks

432
00:19:42,349 --> 00:19:46,029
导出，所以在这里，如果我按住鼠标中键，我们会有更多
exported so in here if I have if I hold

433
00:19:46,230 --> 00:19:48,098
导出，所以在这里，如果我按住鼠标中键，我们会有更多
my middle mouse button we have extra

434
00:19:48,298 --> 00:19:50,948
层，以便这些层可以通过侵蚀节点导出或方便使用，我们可以
layers so these layers are exported or

435
00:19:51,148 --> 00:19:53,948
层，以便这些层可以通过侵蚀节点导出或方便使用，我们可以
convenience by the erode node and we can

436
00:19:54,148 --> 00:19:56,500
在您的清真寺中使用它来添加或减去详细信息，以便我们在这里可以做
use this in your mosque to then add or

437
00:19:56,700 --> 00:19:58,869
在您的清真寺中使用它来添加或减去详细信息，以便我们在这里可以做
subtract details so what we can do here

438
00:19:59,069 --> 00:20:01,000
是在实验室工具中使用新笔记，称为高度场，因此
is use a new note in the lab tools

439
00:20:01,200 --> 00:20:03,219
是在实验室工具中使用新笔记，称为高度场，因此
called the height field combined so in

440
00:20:03,419 --> 00:20:06,129
在这里，我们基本上可以合并著名的清真寺，因此默认情况下
here we can basically combine notable

441
00:20:06,329 --> 00:20:08,559
在这里，我们基本上可以合并著名的清真寺，因此默认情况下
mosques so by default it's going to look

442
00:20:08,759 --> 00:20:10,809
在我们的清真寺，我们当然可以选择所有图层，如果您想说
at our mosque we can of course select

443
00:20:11,009 --> 00:20:13,269
在我们的清真寺，我们当然可以选择所有图层，如果您想说
all the layers if you want to let's say

444
00:20:13,470 --> 00:20:15,098
您没有清真寺，可以随时单击浮动按钮，它将完全
you don't have a mosque you can always

445
00:20:15,298 --> 00:20:17,379
您没有清真寺，可以随时单击浮动按钮，它将完全
click the float and it's going to fully

446
00:20:17,579 --> 00:20:21,549
覆盖清真寺的地形，所以现在我已经有一座清真寺了
cover the terrain in a mosque so but at

447
00:20:21,750 --> 00:20:23,500
覆盖清真寺的地形，所以现在我已经有一座清真寺了
the moment here I already have a mosque

448
00:20:23,700 --> 00:20:26,348
我想在这里添加一些这些值并开始减去，所以让我们
and I want to add some of these values

449
00:20:26,548 --> 00:20:29,198
我想在这里添加一些这些值并开始减去，所以让我们
here and start to subtracted so let's

450
00:20:29,398 --> 00:20:31,688
说我想在这里看到碎片，我们可以添加它们，所以在
say I would like to see the debris in

451
00:20:31,888 --> 00:20:35,198
说我想在这里看到碎片，我们可以添加它们，所以在
here and we can sort of add them so in

452
00:20:35,398 --> 00:20:37,809
这是碎片，我们可以在这里添加此值，所以很有趣
here this is the debris we can add this

453
00:20:38,009 --> 00:20:41,139
这是碎片，我们可以在这里添加此值，所以很有趣
value in here so it's interesting

454
00:20:41,339 --> 00:20:43,088
信息，但实际上不是我的岩石，因此我们也可以减去它们，然后我们
information but not really for my rocks

455
00:20:43,288 --> 00:20:47,139
信息，但实际上不是我的岩石，因此我们也可以减去它们，然后我们
so we can also subtract them so then we

456
00:20:47,339 --> 00:20:50,169
提供一些有趣的信息，我们当然也可以模糊此值，但是我
give some interesting information we can

457
00:20:50,369 --> 00:20:54,068
提供一些有趣的信息，我们当然也可以模糊此值，但是我
of course blur this value as well but I

458
00:20:54,269 --> 00:20:56,858
认为默认文件很棒，您可以执行另一个操作，例如检查
think the default file is great you can

459
00:20:57,058 --> 00:20:59,259
认为默认文件很棒，您可以执行另一个操作，例如检查
do another one you can for example check

460
00:20:59,460 --> 00:21:01,869
出水，看看水会做什么，这也减去了一些值
out the water and see what the water

461
00:21:02,069 --> 00:21:04,719
出水，看看水会做什么，这也减去了一些值
will do this also subtracted some values

462
00:21:04,919 --> 00:21:07,000
从现在开始，我们可以例如进行另一层和结算
from this now we can do for example

463
00:21:07,200 --> 00:21:09,729
从现在开始，我们可以例如进行另一层和结算
another layer and settlement for example

464
00:21:09,929 --> 00:21:12,789
这给了我们一个很好的细节，让我们将其删除，就像您看到的那样
this gives us a nice detail over here

465
00:21:12,990 --> 00:21:15,789
这给了我们一个很好的细节，让我们将其删除，就像您看到的那样
let's remove it like you can see it's

466
00:21:15,990 --> 00:21:18,188
在那儿添加更多细节，您会看到它添加了这些小细节
adding a few more details there and you

467
00:21:18,388 --> 00:21:19,838
在那儿添加更多细节，您会看到它添加了这些小细节
can see that it's adding these little

468
00:21:20,038 --> 00:21:22,269
使用遮罩时，地形上的细微细节给我们带来了不错的感觉
subtle details on the terrain when we

469
00:21:22,470 --> 00:21:24,358
使用遮罩时，地形上的细微细节给我们带来了不错的感觉
use the mask this gives us a nice

470
00:21:24,558 --> 00:21:25,719
以后会有变化，所以现在我们有点
variation

471
00:21:25,919 --> 00:21:29,319
以后会有变化，所以现在我们有点
later on so at the moment we are sort of

472
00:21:29,519 --> 00:21:29,740
对清真寺的岩石很有趣，所以我经常使用
funny

473
00:21:29,940 --> 00:21:35,348
对清真寺的岩石很有趣，所以我经常使用
with my mosque for a rock so I use often

474
00:21:35,548 --> 00:21:38,229
ID字段复制层，我想将此层复制到新层，
the ID field copy layer and I want to

475
00:21:38,429 --> 00:21:40,959
ID字段复制层，我想将此层复制到新层，
copy this layer into a new layer and I

476
00:21:41,159 --> 00:21:45,490
将其称为第二层，因此在这种情况下，我也已经将其称为
would call this layer number two so in

477
00:21:45,690 --> 00:21:47,318
将其称为第二层，因此在这种情况下，我也已经将其称为
this case I already called it too

478
00:21:47,519 --> 00:21:49,240
因为我唯一的真实材料会自动将岩石分配给我
because my only real material will

479
00:21:49,440 --> 00:21:52,358
因为我唯一的真实材料会自动将岩石分配给我
automatically assign rocks to to which I

480
00:21:52,558 --> 00:21:55,659
稍后将向您展示真实的东西，但是现在我复制了邻居的好处
will show you later and real but now the

481
00:21:55,859 --> 00:21:57,399
稍后将向您展示真实的东西，但是现在我复制了邻居的好处
advantage that I have copied my neighbor

482
00:21:57,599 --> 00:21:59,858
我还是可以继续在清真寺上建其他东西，所以现在我想要
is I could still keep building on my

483
00:22:00,058 --> 00:22:01,750
我还是可以继续在清真寺上建其他东西，所以现在我想要
mosque for something else so now I want

484
00:22:01,950 --> 00:22:03,909
做草层，我基本上想要做的是
to make the grass layer and what I

485
00:22:04,109 --> 00:22:06,639
做草层，我基本上想要做的是
basically want to do for my grass is to

486
00:22:06,839 --> 00:22:09,219
使用UV贴图节点，以便高度场重新贴图并反转，因此通过重新映射我们
use a UV map node so height field remap

487
00:22:09,419 --> 00:22:13,058
使用UV贴图节点，以便高度场重新贴图并反转，因此通过重新映射我们
and invert this so with the remapping we

488
00:22:13,259 --> 00:22:15,188
当然要确保这是一座清真寺，因为我们要更改
gonna of course make sure that this to a

489
00:22:15,388 --> 00:22:17,409
当然要确保这是一座清真寺，因为我们要更改
mosque because we want to change a

490
00:22:17,609 --> 00:22:20,678
清真寺，我们可以开始重新映射这个，这样我们的输出最小值和最大值将被反转
mosque and we can start remapping this

491
00:22:20,878 --> 00:22:23,588
清真寺，我们可以开始重新映射这个，这样我们的输出最小值和最大值将被反转
so our outs min and Max will be reversed

492
00:22:23,788 --> 00:22:26,948
现在我们基本上有了反向版本，您也可以确保
and now we have basically the inverted

493
00:22:27,148 --> 00:22:30,188
现在我们基本上有了反向版本，您也可以确保
version you can also make sure this to

494
00:22:30,388 --> 00:22:33,219
为了确保这一点，请将此功放放大至0到1的范围，我们当然会将您的
Cole amp this to 0 to 1 range just to be

495
00:22:33,419 --> 00:22:36,338
为了确保这一点，请将此功放放大至0到1的范围，我们当然会将您的
sure and we of course have here a your

496
00:22:36,538 --> 00:22:39,279
应用程序来控制它，但我想保留这些细微的细节
app to control this but I would like to

497
00:22:39,480 --> 00:22:41,678
应用程序来控制它，但我想保留这些细微的细节
keep these subtle details in there and

498
00:22:41,878 --> 00:22:44,229
我将在这里再次使用复制线性节点
I'm going to use again the copy linear

499
00:22:44,429 --> 00:22:44,979
我将在这里再次使用复制线性节点
node here

500
00:22:45,179 --> 00:22:48,129
然后这实际上是我的线性层，它的分层之一将是我的草层
and this is then actually my linear one

501
00:22:48,329 --> 00:22:50,858
然后这实际上是我的线性层，它的分层之一将是我的草层
its layered one will be my grass layer

502
00:22:51,058 --> 00:22:52,838
我现在要做的就是清理清真寺
what I'm going to do now this sort of

503
00:22:53,038 --> 00:22:56,169
我现在要做的就是清理清真寺
finish it up is to clear the mosque so

504
00:22:56,369 --> 00:23:01,959
清澈的清真寺，所以我们有背部或地形，这里重要的是
clear mosque so we have back or terrain

505
00:23:02,159 --> 00:23:04,899
清澈的清真寺，所以我们有背部或地形，这里重要的是
and what is also important here is to

506
00:23:05,099 --> 00:23:08,858
使用Palast节点，我将在这里执行的操作以及所有层的方式
use a Palast nodes and what I'm gonna do

507
00:23:09,058 --> 00:23:11,619
使用Palast节点，我将在这里执行的操作以及所有层的方式
here this plus the way all the layers

508
00:23:11,819 --> 00:23:14,828
我们在游戏引擎中不需要的层，所以我想我提到的层是
that we don't need in game engine so the

509
00:23:15,028 --> 00:23:16,509
我们在游戏引擎中不需要的层，所以我想我提到的层是
layers I need think I mention is of

510
00:23:16,710 --> 00:23:19,598
当然是凯悦（Hyatt），所以我需要身高和1和2层整齐，所以我要
course my Hyatt so I need my height and

511
00:23:19,798 --> 00:23:23,409
当然是凯悦（Hyatt），所以我需要身高和1和2层整齐，所以我要
a neat layer 1 & 2 so I'm gonna make

512
00:23:23,609 --> 00:23:27,729
确保我的图层高度1和2正在导出，所以这是我唯一的图层
sure my layer height 1 & 2 are being

513
00:23:27,929 --> 00:23:30,098
确保我的图层高度1和2正在导出，所以这是我唯一的图层
exported so that's the only layer I

514
00:23:30,298 --> 00:23:32,789
最终想拥有，因为否则里约
would like to have in the end

515
00:23:32,990 --> 00:23:35,099
最终想拥有，因为否则里约
because otherwise when Rio will

516
00:23:35,299 --> 00:23:37,740
识别这些图层，然后将T赋予地形图层，但您不想要
recognize these layers and Oh confer T's

517
00:23:37,940 --> 00:23:40,229
识别这些图层，然后将T赋予地形图层，但您不想要
into terrain layers but you don't want

518
00:23:40,429 --> 00:23:42,779
所有这些信息输入层，这些信息将为
all these information entering layers

519
00:23:42,980 --> 00:23:45,539
所有这些信息输入层，这些信息将为
that will be a lot of information for

520
00:23:45,740 --> 00:23:47,608
地形只会使这在Houdini也变得更好一点
the terrain only to make this also a bit

521
00:23:47,808 --> 00:23:50,250
地形只会使这在Houdini也变得更好一点
nicer in Houdini we have a quick shade

522
00:23:50,450 --> 00:23:52,589
火车的注意事项，以便高度场快速着色，在这里，我要看一下
note for train so height field quick

523
00:23:52,789 --> 00:23:56,430
火车的注意事项，以便高度场快速着色，在这里，我要看一下
shading and in here I'm going to look at

524
00:23:56,630 --> 00:23:59,700
质地，我们要看一下或遮盖，所以第一层会在我的泥土中
texturing and we're going to look at or

525
00:23:59,900 --> 00:24:03,450
质地，我们要看一下或遮盖，所以第一层会在我的泥土中
mask so layer one will be in my dirt so

526
00:24:03,650 --> 00:24:06,649
让我们给它一个，会有我的草，让我们给它一些草的颜色
let's give this a there will be my grass

527
00:24:06,849 --> 00:24:10,009
让我们给它一个，会有我的草，让我们给它一些草的颜色
so let's give this some grass color

528
00:24:10,210 --> 00:24:14,339
这样的东西，然后第二层将是我的岩石，所以这可能有点
something like this and then layer two

529
00:24:14,539 --> 00:24:18,659
这样的东西，然后第二层将是我的岩石，所以这可能有点
will be my rocks so this can be a bit

530
00:24:18,859 --> 00:24:21,389
较深的灰色也许有点棕色像这样的东西，不必
darker gray maybe a little bit Brown

531
00:24:21,589 --> 00:24:23,399
较深的灰色也许有点棕色像这样的东西，不必
something like this it doesn't have to

532
00:24:23,599 --> 00:24:25,710
完美，只是为了在Houdini中查看它，所以每当我进行更改时
be perfect it's just for viewing it in

533
00:24:25,910 --> 00:24:28,979
完美，只是为了在Houdini中查看它，所以每当我进行更改时
Houdini so whenever I would make change

534
00:24:29,179 --> 00:24:31,409
在我的地形上，我也会在图层上或实际上
to my terrain I would also have a quite

535
00:24:31,609 --> 00:24:34,500
在我的地形上，我也会在图层上或实际上
great look on my layers or actually

536
00:24:34,700 --> 00:24:37,379
与一种颜色互动，您也可以将它放在像您一样的沿海纹理中
interacting with a color you can also

537
00:24:37,579 --> 00:24:39,240
与一种颜色互动，您也可以将它放在像您一样的沿海纹理中
put here in a coastal texture like you

538
00:24:39,440 --> 00:24:40,829
可以快速获得一些纹理，或者可以定制纹理
can get some textures from quick so

539
00:24:41,029 --> 00:24:43,019
可以快速获得一些纹理，或者可以定制纹理
already or custom-made textures and you

540
00:24:43,220 --> 00:24:45,450
也可以在这里预览一些草，但我认为这已经是
can like preview some of the grass here

541
00:24:45,650 --> 00:24:47,430
也可以在这里预览一些草，但我认为这已经是
as well but I think this is already a

542
00:24:47,630 --> 00:24:49,769
美观的地形，我们可以开始为将来的ID和工具建立
nice-looking terrain that we can start

543
00:24:49,970 --> 00:24:53,460
美观的地形，我们可以开始为将来的ID和工具建立
building up for our future IDs and tools

544
00:24:53,660 --> 00:24:56,339
现在，下一步将把它带入游戏引擎并获得初步外观
now the next step will be bringing this

545
00:24:56,539 --> 00:24:58,229
现在，下一步将把它带入游戏引擎并获得初步外观
into game engine and get the first look

546
00:24:58,429 --> 00:25:00,960
我在Gammage的地形中，我不会从该地形中导出纹理，而是
of our terrain in Gammage i will not be

547
00:25:01,160 --> 00:25:03,240
我在Gammage的地形中，我不会从该地形中导出纹理，而是
exporting textures from the terrain but

548
00:25:03,440 --> 00:25:04,079
有可能给Bedini引擎或自动
it is possible

549
00:25:04,279 --> 00:25:06,659
有可能给Bedini引擎或自动
gives the Bedini engine or automatically

550
00:25:06,859 --> 00:25:09,539
转换我们需要的一切，但是如果您仍然想看或纹理
convert everything that we need but if

551
00:25:09,740 --> 00:25:11,250
转换我们需要的一切，但是如果您仍然想看或纹理
you still would like to see or textures

552
00:25:11,450 --> 00:25:13,559
从字符串中，我们可以在这里使用North的导出层
from the string we can use here the

553
00:25:13,759 --> 00:25:16,259
从字符串中，我们可以在这里使用North的导出层
export layer from North so with this

554
00:25:16,460 --> 00:25:18,529
请注意，默认情况下，您只需从此处插入即可导出所有图层
note you can just plug it in from here

555
00:25:18,730 --> 00:25:21,358
请注意，默认情况下，您只需从此处插入即可导出所有图层
by default it will export all the layers

556
00:25:21,558 --> 00:25:23,430
因此，当我按保存到磁盘时，它将把所有图层保存为纹理
so when I press save to disk it will

557
00:25:23,630 --> 00:25:26,039
因此，当我按保存到磁盘时，它将把所有图层保存为纹理
save out all the layers into a texture

558
00:25:26,240 --> 00:25:28,799
这也是文件夹，所以如果我要选择文件夹并按导出
and here is also the folder so if I

559
00:25:29,000 --> 00:25:30,419
这也是文件夹，所以如果我要选择文件夹并按导出
would select the folder and press export

560
00:25:30,619 --> 00:25:32,819
我将在那里放置它们，因此在此快速演示此过程，我们只需按保存
I will have them there so in here quick

561
00:25:33,019 --> 00:25:34,559
我将在那里放置它们，因此在此快速演示此过程，我们只需按保存
demonstration of this we just press save

562
00:25:34,759 --> 00:25:36,599
如您所见，这是结果，因此我们可以将接近结果
and as you can see here this is the

563
00:25:36,799 --> 00:25:39,479
如您所见，这是结果，因此我们可以将接近结果
result so we can the close result to

564
00:25:39,679 --> 00:25:41,969
我们在这里实际拥有的是我的另一张地图，也注意到了
what we actually are having here this is

565
00:25:42,169 --> 00:25:45,029
我们在这里实际拥有的是我的另一张地图，也注意到了
then my other map notice also that it

566
00:25:45,230 --> 00:25:46,740
将导出所有图层，因此如果您已插入此图层
will export all layers

567
00:25:46,940 --> 00:25:49,740
将导出所有图层，因此如果您已插入此图层
so if you are having this plugged in

568
00:25:49,940 --> 00:25:52,139
在爆炸之前，它将出口所有层，因此谁出口水
here before the blast it will export all

569
00:25:52,339 --> 00:25:54,240
在爆炸之前，它将出口所有层，因此谁出口水
the layers so who export the water

570
00:25:54,440 --> 00:25:57,029
与基岩层线性相关，依此类推，如果要导出，这是非常有用的注释
linear to bedrock layer and so on it's

571
00:25:57,230 --> 00:25:58,680
与基岩层线性相关，依此类推，如果要导出，这是非常有用的注释
very useful note if you want to export

572
00:25:58,880 --> 00:26:01,799
或游戏的地形数据，但在这种情况下，我想使用或插件并获取
or terrain data for games but in this

573
00:26:02,000 --> 00:26:04,409
或游戏的地形数据，但在这种情况下，我想使用或插件并获取
case I want to go with or plugin and get

574
00:26:04,609 --> 00:26:09,609
最多的插件
the most out of the plugin


