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Any Terrain decoration that is not trees or grass should be created as a Detail Mesh. This is perfect for things like rocks, 3D shrubbery, 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.在加草的工具上还可以增加细节网格物体.比如石头或其他可以装饰的物体.以下是其参数
The Add Detail Mesh dialog
Detail Noise Spread Random Width Random Height Healthy Color Dry Color
The mesh to be used for the detail.用作细节的网格物体.
The size of noise-generated clusters of the Detail. Lower numbers mean less noise 细节燥波的大小..
Limit for the amount of width variance between all detail objects.随机宽度 Limit for the amount of height variance between all detail objects.随机高度 Color of healthy detail objects, prominent in the center of Noise Spread clusters. 细节物体的健康色.细节物体中心的颜色
Color of dry detail objects, prominent on the outer edges of Noise Spread clusters 细节物体的干燥色.细节物体外围的颜色..
Grayscale Lighting If enabled, detail objects will not be tinted by any colored light shining on the
Terrain.灰度灯的设置开关.可用的话,细节物体不带颜色.
Lightmap Factor Render Mode
How much the detail objects will be influenced by the Lightmap .Lightmap的影响范围
Select whether this type of detail object will be lit using Grass lighting or normal Vertex lighting. Detail objects like rocks should use Vertex lighting. 细节物体渲染的方式.用草的灯光渲染或用正常的锥形灯渲染
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. 画细节的和草是一样的.就不多说了.
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The added Detail mesh appears in the Inspector, beside any Grass objects
Painting Detail Meshes
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.
Painting Detail meshes is very simple
Note: When you have a brush 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 Brush Size distance. This is the quickest & easiest way to navigate around your Terrain while creating it.
Editing Details 修改细节物体.双击或用Edit Details button->Edit.
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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.
Refreshing Source Assets
如果用第三方软件修改细节网格后,需要用Terrain->Refresh Tree and Detail Prototypes.来更新. 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.
Lightmaps 灯光贴图
You can create and use a Lightmap, based on the Lights in your Scene. You should almost always use Lightmaps. A Lightmapped terrain looks substantially better than Vertex lit. On top of that a Lightmapped terrain also runs faster than a Vertex lit terrain! 基于场景里的灯光,可以创建灯光贴图.要做好地形,灯光贴图是必须的.对比下面两张图.第一张没有灯光贴图.第二张用了灯光贴图.
A mountain view without a Lightmap
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The same mountain, now using a Lightmap. Much better!
Creating a Lightmap
To create a Lightmap, make sure you have at least one Directional Light in your scene. Then choose Terrain->Create Lightmap from the menu. Here you can set various options like the Resolution of the Lightmap, choose the Lights used in the Lightmap, Shadows, and Shadow Sampling.
为了创建灯光贴图.场景中必须至少要有一个平行灯.通过Terrain->Create Lightmap 就可以创建灯光贴图.可以设置的参数比如分辩率,阴影,阴影取样.
Toggling Lightmap
To enable or disable the active Lightmap, select your Terrain and click the Terrain Settings tab. In Lighting popup, choose Lightmap or Pixel lighting mode.
通过地形设置选项:如下图可以开启和关闭灯光贴图.灯光贴图必须使用平等灯才可用.
Note: You must use a Directional Light to create the lightmap. Point and Spot Lights will not be taken into account when creating the lightmap.
Other Settings 地形设置 最后一个按键.参数 如下
There are a number of options under the Terrain Settings button
in the Terrain Inspector.
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All additional Terrain Settings Base Terrain
Pixel Error Base Map Dist. Lighting Vertex Lightmap Pixel
Cast Shadows
Amount of allowable errors in the display of Terrain Geometry. This is essentially a LOD setting. 地形容差.
The distance that Terrain Textures will be displayed in high-resolution. 高分辨率下显示地形贴图的距离. Terrain lighting mode:地形灯光模式.
Terrain is lit by lights in vertex lit mode. 顶点灯光模式
Terrain uses lightmap and is not affected by lights.灯光贴图模式
Terrain is lit by pixel & vertex lights up close, and fades out to lightmap in the distance. Close by it can also receive shadows. 像素灯光模式 Should terrain cast shadows?地形是否显示阴影
Tree & Detail Settings 树与细节的设置
Draw
Detail Distance Tree Distance Billboard Start Fade Length
If enabled, all trees, grass, and detail meshes will be drawn .是否可画.可用的话所有树,草和细节都渲染.必须为可用,不然看不到树,草和细节 Distance from the camera that details will stop being displayed. 离摄像机多远之后不显示细节
Distance from the camera that trees will stop being displayed. The higher this is, the further-distance trees can be seen.同上,不过这个是关于树的
Distance from the camera that trees will start appearing as Billboards instead of Meshes.离摄像机多远树开始以图片而不是网格来显示
Total distance delta that trees will use to transition from Billboard orientation to
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Mesh orientation.树的图片和网格方式显示距离.
Max Mesh Trees
Total number of allowed mesh trees to be capped in the Terrain. 地形网格显示的最大数
Wind Settings 风的设置
Speed Size Bending Grass Tint
The speed that wind blows through grass. 风的速度
The areas of grass that are affected by wind all at once. 风可影响的范围 Amount that grass will bend due to wind.受风影响的树的数量
Overall tint amount for all Grass and Detail Meshes.彩色显示草和细节的总数
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