PDG与游戏研发 | 第4节PDG for Indie Gamedev | Section 4

PDG与游戏研发 | 第4节PDG for Indie Gamedev | Section 4

Foliage and scattering has always been a challenge for gamedev, especially when you are an Indie Gamedev. PDG and Houdini gives us the power to handle this with ease. Throughout this section we are going to look at how to set up an HDA to scatter points that contain paths to foliage prefabs in Unity. We will then get it hooked up into our TOP network so the scattering of foliage is produced for us.This lesson is part of a larger collection of tutorials which you can access here along with project files:
叶子和散射一直是gamedev的挑战,特别是当你是独立游戏时。 PDG和Houdini让我们有能力轻松应对。在本节中,我们将介绍如何设置HDA以散布包含Unity中叶子预制件路径的点。然后我们将它连接到我们的TOP网络,以便为我们生成散射的叶子。本课程是更大的教程集合的一部分,您可以在此处访问这些教程以及项目文件:

To kick off this section, we need to figure out a way to find all the prefabs that are of type foliage in our Unity project. We also need to make our TOP network flexible enough so that it can be used in any Unity project as well as scale when new foliage prefabs are added. This lecture will get us started with that task.This lesson is part of a larger collection of tutorials which you can access here along with project files:
为了开始这一部分,我们需要找到一种方法来查找Unity项目中所有类型为叶子的预制件。我们还需要使TOP网络足够灵活,以便它可以在任何Unity项目中使用,也可以在添加新的叶子预制件时进行扩展。本讲座将帮助我们开始完成该任务。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

PDG and TOPs allow us to save out data in many different ways which provides us a ton of flexibility. Let’s take a look at one of the ways in which we can save out all the paths to our prefabs to a CSV file.This lesson is part of a larger collection of tutorials which you can access here along with project files:
PDG和TOP允许我们以多种不同的方式保存数据,这为我们提供了很大的灵活性。让我们看一下我们可以将预制件的所有路径保存到CSV文件的方法之一。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

Let’s start our Scatter HDA by getting the basic tool setup hooked into our TOP network. We will also get a few items setup in the HDA’s Type Properties.This lesson is part of a larger collection of tutorials which you can access here along with project files:
让我们通过将基本工具设置连接到我们的TOP网络来启动我们的Scatter HDA。我们还将在HDA的Type Properties中设置一些项目。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

With our HDA all set up and ready to go let’s fill in the guts of the scattering functionality. We will learn how to create some effective heightfield masks as well as how to scatter points onto the terrain in a more intelligent way.This lesson is part of a larger collection of tutorials which you can access here along with project files:
随着我们的HDA全部设置并准备好了,让我们填补散射功能的内涵。我们将学习如何创建一些有效的高度场掩模以及如何以更智能的方式将点分散到地形上。本课程是更多教程集的一部分,您可以在此处访问这些教程以及项目文件:

With our points in place and our CSV file containing the paths to the prefabs we want to instantiate onto the points, let’s take a look at how we place a single path on each one of the points. This will give us the ability to attach a certain type of foliage to a certain type of point in our scatter points.This lesson is part of a larger collection of tutorials which you can access here along with project files:
有了我们的点和我们的CSV文件,其中包含我们想要实例化到点上的预制件的路径,让我们来看看我们如何在每个点上放置一个路径。这将使我们能够将特定类型的树叶附加到散点中的某种类型的点。本课程是更大的教程集合的一部分,您可以在此处访问这些教程以及项目文件:

Let’s finish up our Scatter HDA and get some VEX code in place to handle the data on the points, so we are instantiating foliage in Unity.This lesson is part of a larger collection of tutorials which you can access here along with project files:
让我们完成我们的Scatter HDA并获得一些VEX代码来处理点上的数据,因此我们在Unity中实例化叶子。本课程是更大的教程集合的一部分,您可以在此处访问这些教程以及项目文件:

With our scattering HDA complete, lets promote some parameters to the HDA and give it a test inside Unity using the Houdini Engine!This lesson is part of a larger collection of tutorials which you can access here along with project files:
通过我们的散射HDA完成,我们可以向HDA推广一些参数,并使用Houdini引擎在Unity内部进行测试!本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

Whew! That was a ton of stuff to cover! Let’s do a quick review to keep the info fresh in our minds.This lesson is part of a larger collection of tutorials which you can access here along with project files:
呼!这是一大堆要涵盖的东西!让我们快速回顾一下,让我们记住这些信息。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件: