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    # UE4_材質Material 課程筆記 2020.8.6 ## 材質編輯器與相關設定 ### 貼圖 Texture Editor * Texture/Power of Two Mode/Pad to Power 將貼圖尺寸修正成2的次方 - 但看起來問題很多,所以還是盡量做成2次方貼圖 * Browse 找到目前所選物件的位置 ### 材質 Material Editor * Material/Home 回到編輯器原點 * Live Node 即時顯示節點狀態(?),消耗的是編輯器的效能,不影響專案 * 打開RealTime可以看到材質的即時變化。 - Show State/FPS 顯示材質資訊/FPS ![](https://i.imgur.com/ElV6mW5.png) * Physics Material 物理材質(阻力等),也可以噴水噴花? * 右鍵打關鍵字找節點 * 快捷鍵 + 左鍵 可以叫初一些常用節點 - Color:3 + 左鍵 - Param:S + 左鍵 - Add:A + 左鍵 - Multiply:M + 左鍵 * 對Color右鍵Convert to Parameter可以把節點轉成參數 * 從外面拖Texture進來會直接生成Texture Sample節點 #### Material Domain 材質類型 * 如果Domain使用Decal,Blend Mode要用Translucent * Light Function 燈光貼圖,可以放在燈光的Light Function上 * Volume Smoke 煙雲的運算,<font color="#f00">需要研究一下</font> * postprocess 質量空間(濾鏡),Camera進入空間時套用 - 想要全域則要post processing material + Array放Material進去(跨謀,<font color="#f00">再研究看看。</font> #### Mask * Postprocessing與Stencil通道範例 - 物件/Detail/Rendering擴展/Render CustomDepthPass打勾,設定CustomDepth Stencil Value(要被比較的值) - <font color="#f00">問題:Editor裡的Mask叫不出來</font> ![](https://i.imgur.com/Zc7RsSe.png) #### 全域材質 * 在Content裡右鍵Material&Texture/Material Parameter Collection新增全域材質 * 點兩下開啟編輯視窗,設定全域變數 ![](https://i.imgur.com/TsipoYY.png) * 在Material Editor裡新增Material Collection節點,設定全域材質 * 全域材質範例 - Desaturation 轉黑白 ![](https://i.imgur.com/Ldv5Q66.png) #### Material 其他 * 可以為節點設定Group與Sort,分類好的結果會再Parameter Default裡顯示 - <font color="#f00">問題:目前這兩個在Detail裡都沒有看到,有特定條件嗎?</font> - Desc 描述,可以敘述節點功能 * emissive color是最高的顏色層級 * Texture Object可計算貼圖,要參數化 <font color="#f00">(不懂,再研究)</font> * Alt + 線段可以斷掉連結(斷開!!!!! * 材質參數化的原因 - 統一管理材質 - 能讓程式控制 - 在material裡開放參數,BP裡就能找到這些參數,就能透過BP修改材質參數 ## UE4介面與相關設定 ### Modes * Geometry裡的模型可以編輯(點或布林運算?) * Player Start 玩家開始遊戲時會在的地方 ### Game View * 查看光源時使用Lit模式 * Exposure/Game Setting 畫面太暗可以開這個 - 但也可能被Unreal當作就真的這麼亮,應用下去會出錯,沒事不要開。 * Convert to Static Mesh 將場上的模型儲存進資源堆放區 * 按G可以開關介面上的小圖案 ### World Outliner * Label盡量整理清楚,多使用Folder將物件分門別類(Unreal有空物件嗎?) ### GameObject Detail * Transform Scale旁邊的鎖可以鎖定縮放比例 * 在這裡編輯物件的貼圖或其他資訊時,不會影響到BP裡的資料,編輯時要特別注意一下 * 參數旁的![](https://i.imgur.com/WcL7RQY.png)代表這個參數有被更動過,能按箭頭恢復預設值 ### Level * Window/Level 叫出Level視窗 * Level/Add Existing 加入現有Level * Level/右鍵場景/Move to Select Actor to Level 搬移物件去別的Level * 右鍵選中的Level/Change Streaming Method/選擇Always Enable 可以解決其他Level Play時沒有顯示物件的問題 * Level/Create New 新增Level到資源堆放欄,也順便加到目前的Level裡 ### Content Browser * Window/Content Browser開啟新的資源堆放區,最多可以開啟四個 * 每次搬移物件都要按Fix Up Redirector in Folder。<font color="#f00">為什麼?</font> * Content Browser右下角View Option/Show Engine Content 顯示Unreal內建的資源 - 不要編輯Unreal Engine的原生資源,如有需要使用Duplicate或Ctrl+W複製資源到Content區 * Window/Load Layout/Default 恢復到預設的介面編排 * 右鍵資料夾/Add Favorite 把資料夾加入Favorite,右鍵Remove From Favorite移除 * Fliter篩選器,可用資源型態篩選。 * 點擊最左邊的![](https://i.imgur.com/Ysgih5J.png)圖示開關樹狀結構 * View Option/Thumbnail/Scale 縮放Content Browser介面 * View Option/View Type 變更Content Browser檢視型態 * 空白處按"~"叫出CMD,輸入stat unit可以查看效能資訊 ### Setting #### World Setting 全域設定 * World / Kill Z 物件的Z值超過這個數值後會被自動銷毀 * Physics / override World Gravity 改變預設的世界重力 - Physics / Global Gravity Z 指定新的世界重力 #### Project Setting/Rendering * Culling - Occlusion Culling 遮擋剔除(只渲染攝影機照到的地方) - Min Screen Radius for Early Z Pass 物件與攝影機的距離小於此值不顯示 - 設定各種邊界 * Texture - Texture Streaming 看起來跟MipMap有關,但老師說LOD會用到,但應該是省效能用的東西(待查) * Virtual Textures - 新技術,關鍵字:巨大貼圖、陣列、搜尋編號、緩衝。最早由一個叫約翰湯瑪克(?)的人提出。<font color="#f00">查無此人,名字有誤?</font> - [網路上找到的Virtual Texture介紹文章,不過看完還是很茫然,可以再找找看相關資料。](https://zhuanlan.zhihu.com/p/66567332) * Forward Renderer 正向渲染 - Forward Shading (VR內一定要勾) <font color="#f00">為什麼?</font> - 與之相對的應該是Deferred Rendering(延遲渲染) - [Forward Rendering 和 Deferred Rendering的比較](https://www.cnblogs.com/polobymulberry/p/5126892.html) - [關於UE4 Forward Shaing的討論](https://forums.unrealengine.com/development-discussion/rendering/1548408-how-forward-rendering-affects-performance-and-appearance) * Lighting - Allow Static light 是否燒光(要勾) - DBuffer Decel 延遲貼花 要勾 - DBuffer是Unreal獨有的東西,Decel是貼花,多用於彈孔,血跡,塗鴉等效果 - [關於Decal的簡介](https://iter01.com/457546.html) * Tessellation 密鋪 - 或稱平面填充、細分曲面,是指把一些較小的表面填滿一個較大的表面而不留任何空隙 - 簡單的理解成面數細分(將目前已有的面細分成更多的面) * Postprocessing 密鋪 - Custom Depth-Stencil Pass 如果要用Stencil,要改成Enable with Stencil * VR - Instanced Stereo 將其中一眼的畫面複製給另外一眼,可以解決左右眼看到的畫面不同步的問題 - [關於Instanced Stereo的官方說明文件](https://docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/VRPerformance/index.html) #### Engine scalability Setting * Quality 效能與品質設定 ### Build * Lighting Quality 燒光品質,最好先選Preview看效果,正式輸出時再用Production ### Play * 各種Play模式,建議選用Select Viewport比較不容易出錯 ### 一些記下來之後不知道在說什麼的東西 ˊ<_ˋ * Open Level Blueprint * 搖桿圖示可以打開Label(哪裡有搖桿阿?) * Cinematic 過場動畫? * Trigger Box * Material State 查看資訊 * Decal經過景深去運算? * Material Function * 材質參數化 * Material Attribute * Linear Gradiant * CurveColorAltas(承襲Substance,可以找看看這方面的資訊)

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