Unreal Engine 4 學習總動員:材質渲染

Unreal Engine 4 學習總動員:材質渲染

作者: 張寶榮
出版社: 中國鐵道
出版在: 2019-07-01
ISBN-13: 9787113257811
ISBN-10: 711325781X
裝訂格式: 平裝
總頁數: 372 頁





內容描述


本書全面講解Unreal Engine 4中基於物理的真實材質渲染,結合大量的材質製作實戰教程,使讀者全面深入地學習並快速掌握Unreal Engine 4的材質生成。內容包括基於物理的真實材質製作的原理、定製UV、材質編輯器、材質表達式參考資料、材質函數、材質明暗處理模型,材質輸入、實例化材質、材質屬性等。

配套資源中提供書中實例的工程文件及講解實例的語音視頻教學文件,手把手教會你使用Unreal Engine 4的超真實材質製作技術。


目錄大綱


第1章 基於物理的材質 ....................................................................................1
1.1 “基於物理”有何含義 ...........................................................................................2
1.2 材質參數 .................................................................................................................2
1.2.1 底色 ............................................................................................................................... 3
1.2.2 粗糙度 ........................................................................................................................... 4
1.2.3 貼圖粗糙度 ................................................................................................................... 4
1.2.4 金屬色 ........................................................................................................................... 5
1.2.5 高光 ............................................................................................................................... 6

第2章 定制UV .................................................................................................8
2.1 屬性 ........................................................................................................................9
2.2 非線性數學運算 ....................................................................................................10
2.3 線性數學運算 ........................................................................................................11
2.4 工作方式 ...............................................................................................................12
2.5 一般性能 ...............................................................................................................13
2.6 特定於移動設備 ....................................................................................................13

第3章 材質編輯器 .........................................................................................14
3.1 打開材質編輯器 ....................................................................................................15
3.2 表達式注釋 ...........................................................................................................15
3.2.1 使用Desc屬性 ............................................................................................................. 15
3.2.2 使用注釋 ..................................................................................................................... 15
3.3 實時節點和實時更新 .............................................................................................16
3.4 編譯錯誤 ...............................................................................................................17
3.5 搜索材質表達式 ....................................................................................................17
3.6 材質編輯器UI ........................................................................................................18
3.6.1 菜單欄 ......................................................................................................................... 19
3.6.2 工具欄 ......................................................................................................................... 20
3.6.3 視口面板 ..................................................................................................................... 22
3.6.4 Details面板 .................................................................................................................. 23
3.6.5 Graph面板 ................................................................................................................... 23
3.6.6 Palette面板 .................................................................................................................. 24
3.6.7 Stats面板 ..................................................................................................................... 24
3.6.8 HLSL代碼面板 ........................................................................................................... 24
3.6.9 圖表功能鍵 ................................................................................................................. 25

第4章 材質表達式 .........................................................................................27
4.1 材質表達式簡介 ....................................................................................................28
4.2 大氣表達式 ...........................................................................................................35
4.3 顏色表達式 ...........................................................................................................35
4.4 常量表達式 ...........................................................................................................36
4.4.1 Constant(常量) ....................................................................................................... 36
4.4.2 Constant 2 Vector(常量2矢量) ............................................................................... 37
4.4.3 Constant 3 Vector(常量3矢量) ............................................................................... 38
4.4.4 Constant 4 Vector(常量4矢量) ............................................................................... 38
4.4.5 Distance Cull Fade(距離剔除消退) ....................................................................... 39
4.4.6 Particle Color(粒子顏色) ....................................................................................... 40
4.4.7 Particle Direction(粒子方向) ................................................................................. 40
4.4.8 Particle Motion Blur Fade(粒子運動模糊消退) ................................................... 41
4.4.9 Particle Radius(粒子半徑) ..................................................................................... 41
4.4.10 Particle Relative Time(粒子相對時間) ............................................................... 41
4.4.11 Particle Size(粒子大小) ....................................................................................... 42
4.4.12 Particle Speed(粒子速度) .................................................................................... 43
4.4.13 Per Instance Fade Amount(按實例消退量) ......................................................... 43
4.4.14 Per Instance Random(按實例隨機) ..................................................................... 43
4.4.15 Time(時間) ........................................................................................................... 44
4.4.16 Two Sided Sign(雙面符號) .................................................................................. 45
4.4.17 Vertex Color(頂點顏色) ....................................................................................... 45
4.4.18 View Property(視圖屬性) .................................................................................... 46
4.4.19 Precomputed AO Mask(預先計算的AO蒙版) .................................................... 46
4.5 坐標表達式 ...........................................................................................................48
4.5.1 Actor Position WS(Actor全域空間位置) .............................................................. 48
4.5.2 Camera Position WS(攝像機全域空間位置) ........................................................ 48
4.5.3 Lightmap UVs(光照貼圖UV) ................................................................................ 49
4.5.4 Object Orientation(對象方向) ............................................................................... 49
4.5.5 Object Position WS(對象全域空間位置).............................................................. 49
4.5.6 Object Radius(對象半徑) ...................................................................................... 49
4.5.7 Panner(平移) .......................................................................................................... 50
4.5.8 Particle Position WS(粒子全域空間位置) ............................................................ 51
4.5.9 Pixel Normal WS(像素全域空間法線) ................................................................. 51
4.5.10 Rotator(旋轉) ....................................................................................................... 52
4.5.11 Scene Texel Size(場景紋素大小) ........................................................................ 52
4.4.12 ScreenPosition(屏幕位置) ................................................................................... 52
4.5.13 Texture Coordinate(紋理坐標) ............................................................................ 53
4.5.14 Vertex Normal WS(頂點全域空間法線) ............................................................. 54
4.5.15 View Size(視圖大小) ........................................................................................... 54
4.5.16 World Position(全域位置) ................................................................................... 55
4.6 定制表達式 ...........................................................................................................55
4.7 深度表達式 ...........................................................................................................57
4.7.1 Depth Fade(深度消退) ........................................................................................... 57
4.7.2 Pixel Depth(像素深度) .......................................................................................... 58
4.7.3 Scene Depth(場景深度) .......................................................................................... 58
4.8 字體表達式 ...........................................................................................................59
4.8.1 Font Sample(字體取樣) .......................................................................................... 59
4.8.2 Font Sample Parameter(字體取樣參數) ................................................................ 60
4.9 材質函數表達式 ....................................................................................................60
4.9.1 Function Input(函數輸入) ...................................................................................... 60
4.9.2 FunctionOutput(函數輸出) .................................................................................... 61
4.9.3 Material Function Call(材質函數調用) ................................................................. 61
4.9.4 Static Bool(靜態布爾值) ....................................................................................... 62
4.9.5 Static Switch(靜態開關) ........................................................................................ 62
4.9.6 Texture Object(紋理對象) ..................................................................................... 62
4.10 景觀表達式 .........................................................................................................63
4.10.1 Landscape Layer Blend(景觀層混合) ................................................................. 63
4.10.2 Landscape Layer Coords(景觀層坐標) ............................................................... 65
4.10.3 Landscape Layer Switch(景觀層開關) ................................................................ 65
4.10.4 Landscape Layer Weight(景觀層權重) ............................................................... 66
4.10.5 Landscape Visibility Mask(景觀可見性蒙版) .................................................... 66
4.11 材質屬性表達式 ..................................................................................................67
4.11.1 Break Material Attributes(中斷材質屬性)........................................................... 67
4.11.2 Make Material Attributes(建立材質屬性) ........................................................... 68
4.12 數學表達式 .........................................................................................................68
4.12.1 Abs(絕對值) ......................................................................................................... 68
4.12.2 Add(加) ................................................................................................................. 69
4.12.3 Append Vector(追加矢量) ................................................................................... 70
4.12.4 Ceil(加一取整) ..................................................................................................... 70
4.12.5 Clamp(限制) ......................................................................................................... 71
4.12.6 Component Mask(分量蒙版) ............................................................................... 71
4.12.7 Cosine(余弦) ........................................................................................................ 72
4.12.8 Cross Product(矢量積) .......................................................................................... 73
4.12.9 Divide(除) ............................................................................................................ 74
4.12.10 Dot Product(標量積) .......................................................................................... 74
4.12.11 Floor(減一取整) ................................................................................................. 75
4.12.12 Fmod(浮點餘數) ................................................................................................ 75
4.12.13 Frac(小數) .......................................................................................................... 76
4.12.14 If(如果) ............................................................................................................... 76
4.12.15 Linear Interpolate(線性插值) ............................................................................ 77
4.12.16 Max(最大值) ...................................................................................................... 78
4.12.17 Min(最小值) ....................................................................................................... 79
4.12.18 Multiply(乘) ....................................................................................................... 79
4.12.19 Normalize(規範化) ............................................................................................ 80
4.12.20 One Minus(一減) ............................................................................................... 80
4.12.21 Power(冪) ........................................................................................................... 81
4.12.22 Sine(正弦) .......................................................................................................... 82
4.12.23 SquareRoot(平方根) ............................................................................................ 82
4.12.24 Subtract(減) ........................................................................................................ 83
4.13 參數表達式 .........................................................................................................84
4.13.1 Collection Parameter(集合參數) ......................................................................... 84
4.13.2 Dynamic Parameter(動態參數) ........................................................................... 84
4.13.3 Font Sample Parameter(字體取樣參數) .............................................................. 84
4.13.4 Scalar Parameter(標量參數) ................................................................................ 85
4.13.5 Static Bool Parameter(靜態布爾參數) ................................................................ 86
4.13.6 Static Switch Parameter(靜態開關參數) ............................................................. 86
4.13.7 Static Component Mask Parameter(靜態分量蒙版參數) ................................... 87
4.13.8 Vector Parameter(矢量參數) ................................................................................ 88
4.13.9 Texture Object Parameter(紋理對象參數) .......................................................... 89
4.13.10 Texture Sample Parameter 2D(紋理取樣參數2D) ............................................ 90
4.13.11 Texture Sample Parameter SubUV(紋理取樣參數子UV) ................................ 90
4.13.12 Texture Sample Parameter Cube(紋理取樣參數立方體) ................................. 91
4.13.13 Texture Sample Parameter Movie(紋理取樣參數電影) ................................... 92
4.14 粒子表達式 .........................................................................................................93
4.14.1 Dynamic Parameter(動態 參數) .......................................................................... 93
4.14.2 Particle Color(粒子顏色) ..................................................................................... 93
4.14.3 Particle Direction(粒子方向) ............................................................................... 94
4.14.4 Particle MacroUV(粒子宏UV) ............................................................................ 94
4.14.5 Particle Motion Blur Fade(粒子運動模糊消退) ................................................. 95
4.14.6 Particle Position WS(粒子全域空間位置) .......................................................... 95
4.14.7 Particle Radius(粒子半徑) ................................................................................... 96
4.14.8 Particle Relative Time(粒子相對時間) ............................................................... 96
4.14.9 Particle Size(粒子大小) ....................................................................................... 97
4.14.10 Particle Speed(粒子速度) .................................................................................. 97
4.14.11 Spherical Particle Opacity(球形粒子不透明度) ............................................... 98
4.14.12 Particle SubUV(粒子子UV) .............................................................................. 98
4.14.13 Texture Sample Parameter SubUV(紋理取樣參數子UV) ................................ 99
4.15 紋理表達式 .......................................................................................................100
4.15.1 Font Sample(字體取樣) ..................................................................................... 100
4.15.2 Font Sample Parameter(字體取樣參數) ............................................................ 101
4.15.3 Scene Color(場景顏色) ...................................................................................... 102
4.15.4 Sprite Texture Sampler(精靈紋理取樣) ............................................................ 102
4.15.5 Texture Object(紋理對象) ................................................................................. 103
4.15.6 Texture Sample(紋理取樣) ................................................................................ 103
4.15.7 Texture Property(紋理屬性) .............................................................................. 105
4.15.8 Particle SubUV(粒子子UV) .............................................................................. 105
4.15.9 Texture Object Parameter(紋理對象參數) ........................................................ 106
4.15.10 Texture Sample Parameter 2D(紋理取樣參數2D) .......................................... 107
4.15.11 Texture Sample Parameter SubUV(紋理取樣參數子UV) .............................. 107
4.15.12 Texture Sample Parameter Cube(紋理取樣參數立方體) ............................... 108
4.16 紋理表達式 .......................................................................................................109
4.16.1 Font Sample(字體取樣) ..................................................................................... 109
4.16.2 Font Sample Parameter(字體取樣參數) ............................................................ 110
4.16.3 Scene Color(場景顏色) ...................................................................................... 110
4.16.4 Sprite Texture Sampler(精靈紋理取樣) ............................................................ 111
4.16.5 Texture Object(紋理對象) ................................................................................. 112
4.16.6 Texture Sample(紋理取樣) ................................................................................ 112
4.16.7 Texture Property(紋理屬性) .............................................................................. 113
4.16.8 Particle SubUV(粒子子UV) .............................................................................. 114
4.16.9 Texture Object Parameter(紋理對象參數) ........................................................ 114
4.16.10 Texture Sample Parameter 2D(紋理取樣參數2D) .......................................... 115
4.16.11 Texture Sample Parameter SubUV(紋理取樣參數子UV) .............................. 116
4.16.12 Texture Sample Parameter Cube(紋理取樣參數立方體) ............................... 116
4.17 實用程序表達式 ................................................................................................117
4.17.1 BlackBody(黑體) ............................................................................................... 117
4.17.2 Bump Offset(凹凸貼圖偏移)............................................................................. 118
4.17.3 Constant Bias Scale(常量偏差比例) ................................................................. 118
4.17.4 DDX ......................................................................................................................... 119
4.17.5 DDY ......................................................................................................................... 119
4.17.6 Depth Fade(深度消退) ....................................................................................... 119
4.17.7 Depth of Field Function(視野深度函數) ........................................................... 120
4.17.8 Desaturation(去飽和度) ..................................................................................... 121
4.17.9 Distance(距離) ................................................................................................... 122
4.17.10 Feature Level Switch(功能級別開關) ............................................................. 122
4.17.11 Fresnel(菲涅爾) ................................................................................................ 123
4.17.12 GI Replace(GI替換) .......................................................................................... 124
4.17.13 Lightmass Replace(光照系統替換) ................................................................. 125
4.17.14 Linear Interpolate(線性插值) .......................................................................... 125
4.17.15 Noise(噪聲) ...................................................................................................... 126
4.17.16 Quality Switch(質量開關) ............................................................................... 127
4.17.17 Rotate About Axis(繞軸旋轉) .......................................................................... 127
4.17.18 Sphere Mask(球體蒙版) .................................................................................. 128
4.17.19 Antialiased Texture Mask(抗鋸齒紋理蒙版) .................................................. 128
4.17.20 Distance to Nearest Surface(與最近表面的距離) ........................................... 129
4.17.21 Distance Field Gradient(距離場梯度) ............................................................. 130
4.18 矢量表達式 .......................................................................................................131
4.18.1 Actor Position WS(Actor全域空間位置) .......................................................... 131
4.18.2 Camera Position WS(攝像機全域空間位置) .................................................... 132
4.18.3 Camera Vector WS(攝像機全域空間矢量)....................................................... 132
4.18.4 Constant2 Vector(常量2矢量) ............................................................................ 133
4.18.5 Constant3 Vector(常量3矢量) ............................................................................ 134
4.18.6 Constant4 Vector(常量4矢量) ............................................................................ 134
4.18.7 Light Vector(光線矢量) ..................................................................................... 135
4.18.8 Object Bounds(對象界限) ................................................................................. 135
4.18.9 Object Orientation(對象方向) ........................................................................... 136
4.18.10 Object Position WS(對象全域空間位置)........................................................ 136
4.18.11 Particle Position WS(粒子全域空間位置) ...................................................... 136
4.18.12 Pixel Normal WS(像素全域空間法線) ........................................................... 137
4.18.13 Reflection Vector WS(反射全域空間矢量) .................................................... 137
4.18.14 Vertex Normal WS(頂點全域空間法線) ......................................................... 138
4.19 矢量操作表達式 ................................................................................................138
4.19.1 Append Vector(追加矢量) ................................................................................. 138
4.19.2 Component Mask(分量蒙版) ............................................................................. 139
4.19.3 Cross Product(矢量積) ....................................................................................... 140
4.19.4 Derive Normal Z(派生法線Z) ........................................................................... 141
4.19.5 Dot Product(標量積) ........................................................................................... 141
4.19.6 Normalize(規範化) ............................................................................................ 142
4.19.7 Transform(轉換) ................................................................................................. 142
4.19.8 Transform Position(轉換位置) .......................................................................... 144

第5章 材質函數 ..........................................................................................145
5.1 材質函數概述 ......................................................................................................146
5.1.1 材質函數庫 ............................................................................................................... 147
5.1.2 與函數相關的節點 ................................................................................................... 147
5.1.3 輸入及輸出 ............................................................................................................... 148
5.1.4 公共屬性 ................................................................................................................... 150
5.1.5 預覽 ........................................................................................................................... 151
5.1.6 參數 ........................................................................................................................... 152
5.1.7 組織 ........................................................................................................................... 154
5.1.8 傳播 ........................................................................................................................... 155
5.1.9 嵌套函數 ................................................................................................................... 155
5.1.10 編譯錯誤 ................................................................................................................. 155
5.1.11 默認材質函數 ......................................................................................................... 156
5.2 創建材質函數 ......................................................................................................156
5.2.1 創建材質函數 ........................................................................................................... 156
5.2.2 發佈你的新函數 ....................................................................................................... 158
5.3 編輯材質函數 ......................................................................................................159
5.4 使用材質函數 ......................................................................................................160

第6章 材質關鍵屬性 ...................................................................................162
6.1 材質表達式節點與網絡 .......................................................................................163
6.2 使用顏色和數字 ..................................................................................................163
6.3 紋理 ....................................................................................................................164
6.4 屬性與輸入 .........................................................................................................164
6.5 將材質應用於表面 ..............................................................................................165
6.5.1 網格體 ....................................................................................................................... 165
6.5.2 刷表面 ....................................................................................................................... 166

第7章 分層材質 ..........................................................................................168
7.1 重要的益處 .........................................................................................................170
7.2 混合類型 .............................................................................................................171
7.3 分層材質實例化 ..................................................................................................172
7.4 警告 ....................................................................................................................173

第8章 材質明暗處理模型 ............................................................................174
8.1 次表面明暗處理模型 ........................................................


作者介紹


張寶榮,電腦圖形圖像領域骨灰級玩家,精通Maya、Houdini、UE4等軟體。從事3D動畫技術、影視特效技術、遊戲開發技術、虛擬現實技術研究與教學二十多年。出版有Maya、Houdini等技術專著近20部。長年奮戰在技術研發與教學一線,始終跟蹤研究國際前沿的行業專業技術。參與制作過多部數字電影、電視劇、MTV等項目,任職特效導演。擔任過多家專業培訓機構教學總監。國內電腦圖形圖像領域跨專業、多學科、總合性的具有技術實力和教學水平的領軍人物。




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