查看: 1708|回复: 0
打印 上一主题 下一主题

中英文对照Unity3D脚本参考手册:细节网格

[复制链接]
.    

3797

主题

11

听众

5万

积分

首席设计师

Rank: 8Rank: 8

纳金币
32328
精华
41

活跃会员 优秀版主 荣誉管理 论坛元老

跳转到指定楼层
楼主
发表于 2012-10-15 15:50:44 |只看该作者 |倒序浏览
Any Terrain decoration that is not trees or grass should be created as a Detail Mesh. This is perfect for things like rocks, 3D s***bbery, or other static items. To add these, use the Paint Foliage button . Then choose Edit Details button->Add Detail Mesh. You will see the Add Detail Mesh dialog appear.
树和草以外的任何地形装饰物都应该为细节模型创建。这个画石头、3D灌木或其他静态东西的时候非常完美。点击树叶状的按钮添加这些东西,选择Edit Details button->Add Detail Mesh。你将看到添加细节模型对话框。


The Add Detail Mesh dialog 添加细节模型对话框


After you've clicked the Add button, you'll see the Detail mesh appear in the Inspector. Detail meshes and grass will appear next to each other.
当你点击了Add按钮,你将看到模型显示在检视面板上面。细节模型和草将挨着上一个显示出来。


The added Detail mesh appears in the Inspector, beside any Grass objects

增加的模型将显示在检视面板上,在任何草的旁边
Painting Detail Meshes 绘制细节模型

Painting a Detail mesh works the same as painting textures, trees, or grass. Select the Detail you want to paint, and paint right onto the Terrain in the Scene View.
画细节模型跟画贴图,树和草是一样的。选择你想画的模型,然后在场景视图的地形上面画上去。


Painting Detail meshes is very simple 画细节模型非常简单
Note: When you have a ***sh selected, move your mouse over the Terrain in the Scene View and press F. This will center the Scene View over the mouse pointer position and automatically zoom in to the ***sh Size distance. This is the quickest & easiest way to navigate around your Terrain while creating it.
注意:如果你选择了一种笔刷,在地形上移动你的鼠标同时按F。这个将让鼠标剧中,自动放大显示笔刷大小。在你创建时,这是最快最简单的方式横越你的地形。
Editing Details 编辑细节

To change any import parameters for a Detail Mesh, select it and choose Edit Details button->Edit. You will then see the Edit Detail Mesh dialog appear, and be able to adjust the parameters described above.
想改变任何导入的细节模型的参数,选择Edit Details button->Edit。你将看到编辑细节模型对话框出现,然后就能调节上面所说的参数。
Refreshing Source Assets 刷新源资源

If you make any updates to your Detail Mesh asset source file, it must be manually re-imported into the Terrain. To do this, use Terrain->Refresh Tree and Detail Prototypes. This is done after you've changed your source asset and saved it, and will refresh the Detail Meshes in your Terrain immediately.
如果你更新导入的细节模型资源,他将自动重新导入到地形上面。使用Terrain->Refresh Tree and Detail Prototypes。当你改完源资源并保存之后,这个将立刻重新导入到地形上面。
Hints: 提示

•The UVs of the detail mesh objects need to be in the 0-1 range because all the separate textures used for all the detail meshes are packed into a single texture atlas.

细节网格模型的UV范围必须在0-1之间,因为用于所有细节网格的所有单独的纹理被打包到一个单独的纹理图集。
分享到: QQ好友和群QQ好友和群 腾讯微博腾讯微博 腾讯朋友腾讯朋友 微信微信
转播转播0 分享淘帖0 收藏收藏0 支持支持0 反对反对0
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

手机版|纳金网 ( 闽ICP备2021016425号-2/3

GMT+8, 2024-11-11 00:06 , Processed in 0.089644 second(s), 33 queries .

Powered by Discuz!-创意设计 X2.5

© 2008-2019 Narkii Inc.

回顶部