狀態(tài)特效入門

這篇文章翻譯自ModDota論壇,源地址

這篇教程將會(huì)說救命如何創(chuàng)建及修改狀態(tài)特效,狀態(tài)特效的效果如下。

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一、基礎(chǔ)

在粒子特效編輯器里面創(chuàng)建一個(gè)粒子特效并保存,你需要確認(rèn)你在View標(biāo)簽里面打開了"View as DOTA Status Effect",這樣你才能明白下面這些function是什么意思。
我們需要使用以下這些操作函數(shù)來生成一個(gè)狀態(tài)特效。

Renderers:

  • Render status effect
    Operators:
  • Lifespan endcap timed decay
    Initializers:
  • 9x Scalar random
  • 8x Vector component random
  • 2x Color random

二、操作步驟

首先一定要明白一點(diǎn),你的特效不會(huì)在粒子特效編輯器中顯示出來,你需要進(jìn)游戲去查看。

1. 基礎(chǔ)屬性

Base Orioertues設(shè)置基礎(chǔ)的粒子特效,將最大粒子數(shù)量max particles設(shè)置為1,其他的保持默認(rèn)。

2. 渲染狀態(tài)特效

Render status effect這個(gè)函數(shù)對(duì)于渲染一個(gè)狀態(tài)特效是最重要的,他需要選擇一個(gè)材質(zhì)vtex, vmat,在V社的狀態(tài)特效中,這些材質(zhì)是通過多個(gè)Vector component random來定義的,這個(gè)就會(huì)比較復(fù)雜了,如果我們自己使用,那么就使用Render Status Effect最好了,這樣會(huì)比較容易處理及理解。

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這里面最重要的是 Color warp材質(zhì)和detail 2 材質(zhì)。

Color Warp材質(zhì)

A 3D texture that applies a color transformation like hue shift or contrast adjusments to the original colors. Click on the magnifying glass and type colowarp in the searchbar to see all the color warp textures.Note: Only colowarp textures will work for this.
Detail 2 texture
Overrides the detail map. You can basically use any texture for this. Make sure you select an appropriate blend mode for your texture withD_DETAIL_2 (will be covered later on).
Diffuse warp texture
Determines where diffuse reflections occur.
Fresnel color warp texture
Applies a colortransfromation around the edges of the model. Use color warp textures for this.
Fresnel warp texture
Determines where the fresnel color warp is apllied.
Specular warp texture
Determines where the specular reflection occurs.
Environment map texture
I’m not sure what this does. It doesn’t seem to have much impact.
Scalar random
In the properties window you can set what the scalar random function should do. The output field defines what parameter should be changed and the min and max values(which should be most of the time equal) set how much it is changed.

For our 9 Scalar random we need:
Note: In this guide min and max will always be equal. If you don’t know what does what just play around with the values and observe the changes ingame.
ColorWarpBlendFactorDefines how much the Color Warp Texture is blended in.
Values: 1 = Fully blended in, 0 = Fully Opaque.

D_DETAIL_2Blend method of the detail 2 texture.
Values: 0 to 5 in whole numbers.

Detail2TexCoordScaleSets the coordinate scale of the Detail2 Textue.
Values: The larger the number the smaller the Detail2 Texture and the more often it needs to be placed on the model. Typical Values: 2-5.

Detail2BlendFactorDefines how much the Detail2 Texture is blended in.
Values: 1 = Fully blended in, 0 = Fully Opaque, can also be >1.

CubeMapScalarSets how strong the Cube Map is blended in? You don't need to know what this does exaclty since it doesen’t have much impact.
Values: Try anything from 0 to 1.

AmbientScaleSets how strong the Ambient Texture is apllied.
Values: Larger Values will make the Ambient Texture appear stronger.

RimLightScaleSets how strong the Rim Light is apllied. Rim Light is the highlighting around the edges of the model.
Values: Larger Values will make the Rim Light appear stronger.

NONE($RIMLIGHTBLENDTOFULL)Defines how much the Rim Light is blended in.(I‘m not sure on this)
Values: Try something between 0 and 1.

NONE($FRESNELCOLORWARPBLENDTOFULL)Defines how much the Fresnel Colorwarp Texture is blended in. (I‘m not sure on this)
Values: Try something between 0 and 1.

Vector component random
Here the functionallity is defined through the output field and the component field. The output field selects a set of three different parameters (as you can see some of them can be NONE and are just placeholders). The component field chooses what exact parameter from that set should be changed. X Component selects the first, Y Component the second and Z Component the third. Like in Scalar random min and max define how much the parameter is changed.

For our 8 Vector component random we need:
Note: Again just play around with the values to see yourself what is changed.
2x SpecularScale +NONE+DiffuseWarpBlendToFull
SpecularScaleSets how strong the Specular Reflection is visible.
Values: Larger Values result in stronger Specular Reflection.

DiffuseWarpBlendToFullDefines how much the Diffuse Warp Texture is blended in.
Values: 1 = Fully blended in, 0 = Fully Opaque.

3x SpecularExponent+SpecularExponentBlendToFull+SpecularBlendToFull
SpecularExponentSets the size of the Specular Highlight Spot.
Values: Typically 5 to 20.

SpecularExponentBlendToFullDefines how much the Specular Exponent is blended in.
Values: 1 = Fully blended in, 0 = Fully Opaque.

SpecularBlendToFullDefines how much the Specular is blended in.
Values: 1 = Fully blended in, 0 = Fully Opaque.

3x ReflectionsTintBaseBlendToNone+MetalnessBlendToFull+SelfIllumBlendToFull
ReflectionsTintBaseBlendToNoneI’m not certain on this but it has something to do with Specular Reflection.
Values: Larger Values will make the Specular Reflection appear stronger.

MetalnessBlendToFullDetermines how metallic the Status Effect appears.
Values: Larger Values will make it look more metallic and shiny.

SelfIllumBlendToFullSets How much self illumination the status effect will have.
Values: 0 = no self Illumination, 1 = full self Illumination.

Color random
With the Color random function we can define the Rim Light Color and the Specular Color. The only options we need from the properties window are color 1, color 2 and output field. The output field again sets what will be changed and color 1 and 2 set to what color it will be changed.

For our 2 Color random we need:
Note: Color 1 and 2 don’t need to be the same but in most cases they should be.
RimLightColorSets the Rim Light Color.

SpecularColorSets the Specular Color.

Hope this helps. Feel free to ask questions or give me feedback.

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