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这段视频中的另一个我将为您提供有关罩子的概述
other one in this video I'm gonna give

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这段视频中的另一个我将为您提供有关罩子的概述
you an overview about the hooding

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关于真实引擎之间的过程Tring的教程
tutorials about the procedure Tring

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关于真实引擎之间的过程Tring的教程
between real engine

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所以在我实际的上级中，这是由程序产生的
so here in my senior in the real this

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所以在我实际的上级中，这是由程序产生的
has been procedurally generated by a

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Houdini工具，因此您看到的所有内容都是基于程序背景制作的，因此
Houdini tool so everything you see is

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Houdini工具，因此您看到的所有内容都是基于程序背景制作的，因此
made from a procedural background so

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我们将从创建消耗开始，然后我们将集成更多
we're gonna start with creating to drain

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我们将从创建消耗开始，然后我们将集成更多
and then we're gonna integrate more

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诸如建造悬崖系统，桥梁系统树系统等功能
features like a building a cliff system

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诸如建造悬崖系统，桥梁系统树系统等功能
a bridge system tree system and so on so

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我们将逐步生成并创建所有这些元素，然后
we will step-by-step generate and create

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我们将逐步生成并创建所有这些元素，然后
each of these elements and this is then

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我们拥有此可自定义程序性事物的场景的最终外观
the final look of the scene where we

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我们拥有此可自定义程序性事物的场景的最终外观
have this customizable procedural thing

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但我可以轻松地进行更改以使我的项目变得更快
but I can easily start to make changes

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但我可以轻松地进行更改以使我的项目变得更快
to make my project even faster I'm going

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快速使用酸使我可以更快地构建或使用所需的一切
to use quick so acids to build

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快速使用酸使我可以更快地构建或使用所需的一切
everything that I need faster or use

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他们接下来要使用的一些资产我想向您展示一个快速演示
some assets that they have next up I

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他们接下来要使用的一些资产我想向您展示一个快速演示
want to show you a quick demonstration

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工具的工作原理-我们当然需要我们的外来插件
of how this Tool Works so it is - we of

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工具的工作原理-我们当然需要我们的外来插件
course need our plugin foreign real we

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可以简单地从那里拖放或数字资产，我们可以使用
can just simply drag-and-drop or digital

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可以简单地从那里拖放或数字资产，我们可以使用
asset from there we can design with

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基本形状，我们的地形看起来也可以快速排除
basic shapes our terrain look like that

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基本形状，我们的地形看起来也可以快速排除
is also a quick block out to that could

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生成这些形状，以便您可以创建自定义形状以投影整个地形
generate these shapes so you can create

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生成这些形状，以便您可以创建自定义形状以投影整个地形
custom shapes to project an all terrain

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到网站或级别，您也可以看到它进展很快，因此它具有
to the site or level this is also going

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到网站或级别，您也可以看到它进展很快，因此它具有
pretty fast as you could see so it has a

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完成后，就可以采用真正的交互方式来工作和设计布局
really interactive way of working and

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完成后，就可以采用真正的交互方式来工作和设计布局
designing your layout once this is done

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我们将进行下一步，我们可以在护栏上添加桥梁，建筑物
we are going to the next steps we can

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我们将进行下一步，我们可以在护栏上添加桥梁，建筑物
add on pads rails a bridge a building

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树木等等，一旦完成，我们可以添加例如护垫或护垫和铁路
trees and so on once that is done we can

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树木等等，一旦完成，我们可以添加例如护垫或护垫和铁路
add for example a pad or pad and railway

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这些都是由线控制的，因此我们可以轻松决定垫子应该去哪里
these are controlled by lines so we can

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这些都是由线控制的，因此我们可以轻松决定垫子应该去哪里
easily decide where the pad should go

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给我们的播放器，然后它将自动集成到
for our player and then it will

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给我们的播放器，然后它将自动集成到
automatically integrate it in the

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地形，它还将基于该线添加道具，然后我们还有两个
terrain and it will also add props based

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地形，它还将基于该线添加道具，然后我们还有两个
on that line then further we have two

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对于具有基本立方体或形状的桥，我们可以定义该桥应在哪里
for a bridge with basic cubes or shapes

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对于具有基本立方体或形状的桥，我们可以定义该桥应在哪里
we can define where this bridge should

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例如，然后我们可以轻松地在关卡中添加一些桥梁
be and then we can for example easily

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例如，然后我们可以轻松地在关卡中添加一些桥梁
add some bridges in the level to make

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我们的级别更有趣，然后接下来将添加建筑物，这样我们
our level more interesting then next up

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我们的级别更有趣，然后接下来将添加建筑物，这样我们
will be adding buildings so we I can

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在这里放一个盒子，然后代表我的建筑物，所以在Houdini
here place a box and this is then

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在这里放一个盒子，然后代表我的建筑物，所以在Houdini
representing my building so in Houdini

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我们将据此计算出整个程序结构
we will calculate a whole procedural

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我们将据此计算出整个程序结构
building from this that will be

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自动也有道具IV等
automatically also have props IV and so

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自动也有道具IV等
on

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您
you

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然后将地形整合在一起的下一步将是悬崖系统
then next step to bring the terrain more

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然后将地形整合在一起的下一步将是悬崖系统
together will be a cliff system so

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在有一定坡度的任何地方，我们都将放置模块悬崖笔记
everywhere where we have a certain slope

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在有一定坡度的任何地方，我们都将放置模块悬崖笔记
we will then place module cliff notes

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从快速cyl，然后进一步完成该工具，是的，我会做一些
from quick cyl and then further to

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从快速cyl，然后进一步完成该工具，是的，我会做一些
finish off the tool yes I will do some

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树木和树叶将所有事物完美融合在一起，因此使用此工具
trees and foliage to bring everything

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树木和树叶将所有事物完美融合在一起，因此使用此工具
nicely together so with this tool you

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可以看到您可以逐步进行并集成更多功能，
can see that you can go step by step and

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可以看到您可以逐步进行并集成更多功能，
integrate more features as you go on the

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这样，这允许我们为想要设计特定道路的人
way so this allows us for someone who

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这样，这允许我们为想要设计特定道路的人
want to design a certain roads to really

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在放置某些东西的地方具有控制权和灵活性，这始终是
have control and flexibility on to where

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在放置某些东西的地方具有控制权和灵活性，这始终是
place certain things and this is always

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之后可以进行调整，因为我们正在处理程序，我们可以轻松地
adjustable afterwards because we are

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之后可以进行调整，因为我们正在处理程序，我们可以轻松地
working procedural and we can easily

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操纵曲线或将建筑物的某些区域框起来
manipulate curves or to box where

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操纵曲线或将建筑物的某些区域框起来
certain areas of the building should be

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然后将其放在Magni的犯规快速概述中，因此我们要做的是
placed then here in Magni quick overview

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然后将其放在Magni的犯规快速概述中，因此我们要做的是
on the foul so what we will do is we

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将拥有一个虚幻的大工具，但在Houdini本身，我们将拥有多个
will have one big tool in unreal but in

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将拥有一个虚幻的大工具，但在Houdini本身，我们将拥有多个
Houdini itself we will have multiple

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数字资产，因此您只需从基本地形开始，
digital assets so you're going to simply

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数字资产，因此您只需从基本地形开始，
start here by making a basic terrain and

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然后在这里我将开始创建一个数字资产，例如在这里
then here I will start creating a

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然后在这里我将开始创建一个数字资产，例如在这里
digital asset that for example here

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我们将创建打击垫，然后使用数字资产来创建
we'll create the pads then we have a

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我们将创建打击垫，然后使用数字资产来创建
digital asset that will create the

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桥梁数字资产以创建建筑物，然后是悬崖，然后
bridge digital asset for creating the

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桥梁数字资产以创建建筑物，然后是悬崖，然后
building then for the cliffs and then

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最后是树木，这样您就可以一步步将所有建筑物都放在冰箱里
lastly inter trees so you can step by

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最后是树木，这样您就可以一步步将所有建筑物都放在冰箱里
step any buildings don't fridge off

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我们将完成一个最终的面具，所以我们将为
we're gonna finish off with building a

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我们将完成一个最终的面具，所以我们将为
final mask so we will build a mask for

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我们的地形和处理引擎，这会自动转换为我们的
our terrain and the treating the engine

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我们的地形和处理引擎，这会自动转换为我们的
this is automatically converted into our

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地形，因此我们不需要导出纹理，但是如果需要，可以
terrain so we don't need to export

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地形，因此我们不需要导出纹理，但是如果需要，可以
textures but you can if you wanted and

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全部建成，它将很好地融合到我们的资产中，然后我们
that is all built it will come nicely

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全部建成，它将很好地融合到我们的资产中，然后我们
together here in our asset and then we

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可以在房间里打开它，这样我们就可以生成一个
can open this back in in the room so

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可以在房间里打开它，这样我们就可以生成一个
here in real then we can generate a

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例如这样的场景，您可以看到这也是一件小事，但是
scene like this for example as you can

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例如这样的场景，您可以看到这也是一件小事，但是
see this is also a small thing but with

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或者当然是因为我们在橡皮艇上工作，并且我们有程序上的工作流程
or of course since we are working in the

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或者当然是因为我们在橡皮艇上工作，并且我们有程序上的工作流程
dinghy and we have procedural workflows

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我们可以轻松地将其扩展到更大的场景和地形，但是
we can easily start scaling this up to a

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我们可以轻松地将其扩展到更大的场景和地形，但是
bigger scene and terrain but folks for

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本教程将在类似的场景中我们将一起创建
this tutorial will be on a similar scene

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本教程将在类似的场景中我们将一起创建
like this we will have created together

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因此，感谢您的观看，希望您有兴趣观看这些教程
so thank you for watching and I hope

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因此，感谢您的观看，希望您有兴趣观看这些教程
you're interested to watch the tutorials


