diff --git a/docs/content/schinese/Editor/Scene Editor/terrain_mesh_blend.md b/docs/content/schinese/Editor/Scene Editor/terrain_mesh_blend.md index b5b97bb..8de82ac 100644 --- a/docs/content/schinese/Editor/Scene Editor/terrain_mesh_blend.md +++ b/docs/content/schinese/Editor/Scene Editor/terrain_mesh_blend.md @@ -1,39 +1,41 @@ +++ -title = "Terrain Mesh Blend System" +title = "地形网格混合系统" [menu.main] identifier = "terrain_mesh_blend_system" parent = "core_components" +++ -We introduce a new terrain mesh blending system. Certain terrain layers can blend into chosen meshes. Blend height, smoothness and random height offsets can be changed. These values can be saved to prefabs and can also be changed in scene per mesh. Heightmap blending can also be used to change the blending behaviour with respect to the mesh's heightmap. +在此介绍一个新的地形网格的混合 (blending) 系统。特定的地形 (terrain) 层可以和选中的网格 (mesh) 混合起来。可以修改混合的高度,平滑度以及随机高度偏移量。 -| With Blending | Without Blending | +这些值可以存在预制件 (prefabs) 中或者是在场景中根据网格而改变。高度图 (Heightmap) 混合还可以根据网格的高度图来改变不同的混合行为。 + +| 有混合 | 没有混合 | | ------ | ------------ | | ![](/img/terrain_mesh_blend/with_mesh_blend.png) | ![](/img/terrain_mesh_blend/without_mesh_blend.png) | -### Terrain Layer Restrictions +### 地形层限制 -Terrain layers should satisfy some restrictions before they are eligible to be a mesh blend layer. +地形层需要在变成网格混合层 (mesh blend layer) 之前满足一部分限制。 -- Diffuse texture should have (2048 , 2048) dimensions and have a DXT1 format(without alpha). -- Normal texture should have (2048 , 2048) dimensions and have a BC5 format. -- Specular texture should have (2048 , 2048) dimensions and have a DXT1 format. -- Layer should not have 'diffuse alpha' or 'ground slope' flags enabled. +- 漫反射贴图 (Diffuse Texture) 应该有 (2048, 2048) 尺寸并且是 DXT1 格式 (没有 alpha)。 +- 普通贴图 (Normal Texture) 应该有 (2048, 2048) 尺寸并且是 BC5 格式。 +- 高光贴图 (Specular Texture) 应该有 (2048, 2048) 尺寸并且是 DXT1 格式。 +- 每一层级不应该应用 “diffuse alpha” 和 “ground slope” 标记 (flag)。 -### Material Properties +### 材料属性 -The mesh should have a material with shader "terrain_mesh_blend_shader". To enable heightmap blending, one should assign an heightmap texture and enable the shader flag "". +网格应该有一个带着 “terrain_mesh_blend_shader” 着色器 (shader) 的材料。为了应用高度图混合,需要指定一个高度图纹理并应用着色器的标记。 -### Mesh Properties +### 网格属性 -One can change the mesh's properties from the Components/Mesh/Vector Arguments windows in Entity Inspector. +可以从实体查看器 (Entity Inspector) 的 Components/Mesh/Vector 参数窗口中改变网格属性。 -- Blend Height Threshold : Maximum distance for terrain blend -- Blend Smoothness : Higher means more smooth transitions -- Random Amount : Blend height threshold can be incresed or decreased with this value with respect to the position of pixel -- Random Tile : Adjusts the tile of the random heightmap adjustment -- Heightmap Factor : Controls the heightmap factor of the mesh. More means less blending in the higher parts of the heightmap. +- 混合高度阈值:地形混合的最大距离。 +- 混合平滑度:更高的值意味着更平滑的转移。 +- 随机量:混合高度阈值可以根据这个值在像素点的位置增加或者减少。 +- 随机瓦片 (Tile):调整随机高度图修改的瓦片。 +- 高度图因子 (Factor):控制网格的高度图因子。更大意味着在高度图更高的位置,混合的更少。 ![](/img/terrain_mesh_blend/editor_props.png)