虚幻4 程序化 植被_首次资产发行商通过程序植被驯服自然
虛幻4 程序化 植被
Lennart Johansen is an expert in 3D visualization and mapping systems. And now he’s helping 400+ developers apply procedural vegetation and run-time masking to myriad games and virtual experiences. Unexpectedly, his part-time hobby has blossomed into a full-time job. And he’s got some cool growth plans too.
Lennart Johansen是3D可視化和制圖系統的專家。 現在,他正在幫助400多個開發人員將程序植被和運行時遮罩應用于各種游戲和虛擬體驗。 出乎意料的是,他的兼職愛好變成了全職工作。 而且他也有一些不錯的增長計劃。
Based in northern Norway, with a background developing complex systems for military and civilian purposes, Lennart Johansen is well acquainted with harsh environments. While preparing those systems – some of which are used for search-and-rescue operations – many of his pre-Unity development challenges were like those faced by Unity developers.
Lennart Johansen總部位于挪威北部,其背景是開發用于軍事和民用目的的復雜系統,他熟悉惡劣的環境。 在準備這些系統(其中一些用于搜索和救援操作)時,他在Unity之前的許多開發挑戰都與Unity開發人員所面臨的挑戰類似。
“We had to solve a lot of similar kinds of problems when creating the mapping systems, where we used real-world data for the rulesets and spawning systems.”
“在創建映射系統時,我們不得不解決很多類似的問題,在這些系統中,我們使用現實世界的數據作為規則集和生成系統。”
“我們內部都有游戲” (“We all have a game inside us”)
Johansen brought his hard-earned work experience to his first Unity project – a virtual-reality piece. “I truly believe we all have a game inside us waiting to come alive, so it was just a matter of time and circumstances before I started mine, which inadvertently led to Vegetation Studio.”
Johansen將他來之不易的工作經驗帶入了他的第一個Unity項目-虛擬現實作品。 “我堅信我們每個人都有一個活著的游戲,所以我開始采礦只是時間和環境的問題,這無意間導致了Vegetation Studio的出現 。”
But how did he get started with Unity?
但是他是如何開始使用Unity的呢?
“When I began that VR game project a few years back I chose Unity for a number of reasons, including that it supports new hardware quickly.”
“幾年前我開始進行VR游戲項目時,出于多種原因選擇了Unity,其中包括它可以快速支持新硬件。”
Johansen’s primary motivation for using Unity, however, was actually people not technology. “My main reason was the strength of the Unity communities and the well-stocked Asset Store. When you’re a small team with limited resources, these things can really help kickstart a project.”
Johansen使用Unity的主要動機實際上是人而不是技術。 “我的主要原因是Unity社區和儲備豐富的Asset Store的實力。 當您是一個資源有限的小型團隊時,這些事情確實可以幫助啟動一個項目。”
A flat-shaded, stylized scene created with Vegetation Studio
由Vegetation Studio創建的平面陰影風格化場景
將游戲開發者變成資產 (Turning game dev into an asset)
So what gave Johansen the idea for Vegetation Studio, his first asset?
那么,什么讓Johansen想到了他的第一筆資產Vegetation Studio的想法呢?
“When we were working on our VR game we wanted to let players use a level editor with complex outdoor scenes and vegetation on large areas. After prototyping the functionality, it occurred to us that we had created something that other developers could leverage for their own games. So with the idea of filling a niche in the Asset Store, we decided to spin it off into a product.”
“當我們從事VR游戲時,我們希望讓玩家使用關卡編輯器來處理復雜的戶外場景和大面積的植被。 在對功能進行原型設計后,我們發現我們已經創建了其他開發人員可以將其用于自己的游戲的東西。 因此,出于在Asset Store中填補細分市場的想法,我們決定將其拆分為產品。”
For further inspiration, Johansen went back to the source: nature itself.
為了獲得進一步的啟發,約翰森回到源頭:自然本身。
“When evaluating the different tools available, I realized that while they let you place objects individually or using brushes, real vegetation actually grows everywhere it possibly can. That made us want to use a different approach with rule-based procedural vegetation everywhere and a run-time masking system for roads and structures. For example, our idea was that a house prefab could contain the masking info you need to control the vegetation as you drag and drop it on your terrain.”
“在評估可用的不同工具時,我意識到,雖然它們使您可以單獨放置對象或使用畫筆放置,但實際植被實際上會盡可能地生長。 這就使我們想在各地使用基于規則的程序植被以及針對道路和結構的運行時遮罩系統的不同方法。 例如,我們的想法是,房屋預制件可以包含在您將其拖放到地形上時控制植被所需的遮罩信息。”
Masking a house for rule-based vegetation
為基于規則的植被遮蓋房屋
The users apply rule-based vegetation throughout a scene or game, using their existing trees, plants, grass, etc., then they can do manual editing to add the artist’s final touch. And that was a large part of Johansen’s impulse for helping developers build great-looking environments for fun games, as well as making their lives simpler.
用戶使用他們現有的樹木,植物,草等在整個場景或游戲中應用基于規則的植被,然后他們可以進行手動編輯以添加藝術家的最終觸感。 這是Johansen推動開發人員為娛樂游戲構建美觀的環境并簡化生活的一大部分。
“I would like users to spend their time on game content and functionality, not solving the hard problems of creating an optimized render loop, for example, because I’d like to think we’ve already done that for them.”
“例如,我希望用戶將時間花在游戲內容和功能上,而不是解決創建優化渲染循環的難題,因為我想我們已經為他們做到了。”
路上的顛簸 (Bumps on the road)
As a neophyte asset publisher, however, Awesome Technologies had a lot to learn about users and use cases. “One of our biggest challenges has been understanding user workflow for tools and how developers use and combine different systems. A surprise for us was that they never seem to use it as we imagined when we started development.”
但是,作為新手資產發布者, Awesome Technologies有很多關于用戶和用例的知識。 “我們面臨的最大挑戰之一是了解工具的用戶工作流程以及開發人員如何使用和組合不同的系統。 讓我們感到驚訝的是,他們似乎從未像我們開始開發時所想象的那樣使用它。”
And another thing he did not expect was how many developers out there work with large world projects with hundreds if not thousands of terrains streaming in as players move around. So, ?due to the multitude of different workflows and use cases, one of Johansen’s big challenges has been to develop and support a flexible toolkit that can work well in any kind of workflow, letting users enable just the parts they need for their project.
他沒有想到的另一件事是,有多少開發人員在大型世界項目中工作,隨著玩家的到來,有數百個甚至數千個地形流入。 因此,由于工作流程和用例的多樣性,Johansen面臨的一大挑戰是開發和支持一個靈活的工具包,該工具包可以在任何類型的工作流程中正常工作,讓用戶僅啟用其項目所需的零件。
A further challenge for him was low-level access in Unity itself. “Earlier, the game engine was more like a black box and many times we wanted to have better control on the API level. Happily, things are looking much better now with the Package Manager and more code moving to C#. It’s easier now for us to see what’s going on ‘under the hood’ and to extend our modules.”
他面臨的另一個挑戰是Unity本身的低級訪問權限。 “以前,游戲引擎更像是一個黑匣子,很多時候我們想更好地控制API級別。 令人欣慰的是,現在有了Package Manager ,事情變得更好了,更多的代碼移到了C#中。 現在,我們可以更輕松地了解“幕后”的情況并擴展我們的模塊。”
Deep in a primordial boreal forest
在原始的原始森林深處
并非總是艱難的戰斗 (Not always an uphill battle)
As Johansen hoped when he started using Unity, the passionate user community was quite helpful. “Their feedback from the beta to official release was great. There have been many friendly developers of all experience levels giving invaluable comments, info and advice. We really appreciate it.”
正如Johansen希望在開始使用Unity時所希望的那樣,熱情的用戶社區非常有幫助。 “從測試版到正式發布,他們的反饋非常好。 有許多經驗豐富的友好開發人員,他們提供了寶貴的意見,信息和建議。 我們非常感謝。”
And so far, Vegetation Studio is being used in everything from indie games to large simulations by a wide range of studios. While the majority of games filling their landscapes with Awesome’s procedural vegetation are still in development, some games will be entering early access and release soon.
到目前為止,從獨立游戲到大型工作室的大型模擬,Vegetation Studio都在使用。 盡管大多數使用Awesome程序性植被填充游戲的游戲仍在開發中,但有些游戲將進入早期訪問并很快發布。
Regarding the Asset Store, Johansen appreciates the help and feedback he’s received, which allowed the burgeoning publisher “to reach a much larger market than they could with direct sales.”
關于Asset Store,Johansen非常感謝他所提供的幫助和反饋,這使蓬勃發展的發行商“可以達到比直接銷售更大的市場”。
A snow-covered slope descending to a lush mountain valley
冰雪覆蓋的山坡下降到郁郁蔥蔥的山谷
植被是一個成長行業 (Vegetation is a growth industry)
As well as supporting and adding features to the base asset, which takes up approximately 20% of his time, Johansen has many vegetation-related projects on the go, including a terrain-shadow system and Vegetation Studio Professional, which is available in beta for current users of the asset.
除了支持和添加基本資產(約占他20%的時間)的功能外,Johansen還在旅途中進行了許多與植被有關的項目,包括terrain-shadow系統和Vegetation Studio Professional ( 可在Beta版中獲得)資產的當前用戶。
With the introduction of Unity’s C# Job System and Burst Compiler, Johansen saw the possibilities for run-time procedural vegetation. Consequently, for their upcoming Pro version, Awesome completely rewrote Vegetation Studio from the core up using the C# Job System to multi-thread vegetation instance-generation and preparation for rendering.
隨著Unity C#Job System和Burst Compiler的引入,Johansen看到了運行時程序化植被的可能性。 因此,對于即將發布的Pro版本,Awesome使用C#Job System從核心徹底重寫了Vegetation Studio,以多線程生成植被實例并準備渲染。
Later this year, in another blog post, Awesome will be sharing their experience adapting Vegetation Studio for the C# Job System and Burst Compiler.
今年晚些時候,Awesome將在另一篇博客文章中分享他們將Vegetation Studio用于C#Job System和Burst Compiler的經驗。
貫穿生物群落 (Running through the biomes)
Finally, in terms of new features, Johansen and crew at Awesome are also adding mesh terrain support and biomes (i.e., distinct regions/environments like deserts, grasslands, rainforests and tundra).
最后,就新功能而言,Johansen和Awesome的工作人員還增加了網狀地形的支持和生物群落(即沙漠,草原,雨林和苔原等不同的區域/環境)。
“This will let developers create multiple rulesets for both vegetation and terrain splat-maps, and apply them on user-defined areas. That will make it easy to create, for example, an oasis in a desert or a green forest at the base of a snow-covered mountain. Users will be able to combine and blend between many environments across multiple terrains and meshes.”
“這將使開發人員可以為植被和地形splat-map創建多個規則集,并將其應用于用戶定義的區域。 這將使在沙漠中或在白雪覆蓋的山基上的綠色森林中創建綠洲變得容易。 用戶將能夠在跨多個地形和網格的許多環境之間進行合并和融合。”
With fine-tuned controls in assets like this, the grass is always greener . . . exactly where you want it to be.
通過對此類資產進行微調的控制,草叢總是更綠。 。 。 正是您想要的位置。
演示地址
免費獲取Vegetation Studio之類的資產和一件T恤 (Get assets like Vegetation Studio and a T-shirt for FREE)
Spend between $50 and $250 in the Unity Asset Store during August and get up to 6 free assets – including Vegetation Studio – worth over $250, plus an Asset Store T-shirt. Just be sure to activate the promotion using your Unity ID first.
8月在Unity資產商店中花費$ 50到$ 250,并獲得多達6件免費資產-包括價值超過$ 250的Vegetation Studio-以及資產商店T恤。 只要確保首先使用您的Unity ID激活促銷即可。
Activate now!
立即激活!
翻譯自: https://blogs.unity3d.com/2018/08/01/first-time-asset-publisher-tames-nature-with-procedural-vegetation/
虛幻4 程序化 植被
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