texturing
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ChineseTexturing
纹理制作
UV Mapping Techniques
UV映射技巧
UV Basics
UV基础
- UV Coordinates: 2D coordinates mapping 3D geometry to 2D texture space
- UV Unwrapping: Process of flattening 3D geometry into 2D space
- UV Seams: Cuts in UV layout to enable flattening
- UV Islands: Connected groups of UV faces
- UV Density: Consistency of texel density across model
- UV Space: 0-1 coordinate space for UV mapping
- UV坐标:将3D几何体映射到2D纹理空间的二维坐标
- UV展开:将3D几何体展平为2D空间的过程
- UV接缝:UV布局中为实现展平而设置的切割线
- UV岛:相互连接的UV面群组
- UV密度:模型表面纹理像素密度的一致性
- UV空间:UV映射使用的0-1坐标空间
UV Unwrapping Methods
UV展开方法
- Automatic Unwrapping: Algorithmic UV generation
- Manual Unwrapping: Manual seam placement and unfolding
- Projection Mapping: Project UVs from different views
- Cylindrical Mapping: Wrap UVs around cylinder
- Spherical Mapping: Wrap UVs around sphere
- Box Mapping: Project UVs from 6 directions
- 自动展开:通过算法生成UV
- 手动展开:手动设置接缝并展平几何体
- 投影映射:从不同视角投影UV
- 圆柱映射:将UV包裹在圆柱表面
- 球形映射:将UV包裹在球体表面
- 盒式映射:从6个方向投影UV
UV Best Practices
UV最佳实践
- Minimize Distortion: Reduce stretching and compression
- Seam Placement: Place seams in less visible areas
- UV Density: Maintain consistent texel density
- UV Packing: Pack UV islands efficiently
- Multiple UV Sets: Create additional UV sets for lightmaps, baking
- UV Organization: Organize UVs logically for texture painting
- 最小化畸变:减少拉伸和压缩
- 接缝放置:将接缝放在不太显眼的区域
- UV密度:保持纹理像素密度一致
- UV打包:高效排列UV岛
- 多UV集:为光照贴图、烘焙创建额外的UV集
- UV整理:合理组织UV以便纹理绘制
Texture Painting Workflows
纹理绘制工作流
Texture Painting Tools
纹理绘制工具
- Brush Tools: Paint, airbrush, smudge, blur
- Stencils: Use stencils for precise painting
- Clone Tool: Clone texture from one area to another
- Fill Tool: Fill areas with color or pattern
- Masking: Mask areas to protect from painting
- Layers: Use layers for non-destructive painting
- 笔刷工具:绘画、喷枪、涂抹、模糊
- 模板:使用模板进行精准绘制
- 克隆工具:将纹理从一个区域克隆到另一个区域
- 填充工具:用颜色或图案填充区域
- 遮罩:遮罩区域以避免被绘制
- 图层:使用图层实现非破坏性绘制
Texture Types
纹理类型
- Base Color: Main color of the surface
- Normal Map: Surface detail and depth
- Roughness Map: Surface roughness for PBR
- Metallic Map: Metallic vs non-metallic surfaces
- Ambient Occlusion (AO): Self-shadowing and contact shadows
- Emission Map: Emissive/glowing areas
- Height/Displacement Map: Actual geometric displacement
- 基础色图:表面的主颜色
- 法线图:表现表面细节和深度
- 粗糙度图:PBR工作流中用于定义表面粗糙度
- 金属度图:区分金属与非金属表面
- 环境光遮蔽(AO)图:表现自阴影和接触阴影
- 发光图:定义发光/发亮区域
- 高度/置换图:实现实际的几何体置换
Texture Painting Techniques
纹理绘制技巧
- Hand Painting: Paint textures by hand
- Photo Bashing: Combine photos for textures
- Procedural Generation: Generate textures procedurally
- Baking: Bake high-poly detail to textures
- Texture Projection: Project textures onto model
- Texture Synthesis: Generate textures from samples
- 手绘纹理:手动绘制纹理
- 照片拼接:结合照片制作纹理
- 程序化生成:程序化生成纹理
- 烘焙:将高模细节烘焙到纹理中
- 纹理投影:将纹理投影到模型上
- 纹理合成:从样本生成纹理
PBR (Physically Based Rendering) Materials
PBR(基于物理的渲染)材质
PBR Fundamentals
PBR基础
- Physically Based: Based on real-world physics
- Energy Conservation: Light energy is conserved
- Microsurface Theory: Surfaces have microscopic roughness
- Fresnel Effect: Reflectivity varies with viewing angle
- Metallic Workflow: Metallic vs non-metallic surfaces
- Specular Workflow: Separate specular map
- 基于物理:基于真实世界物理规律
- 能量守恒:光线能量保持守恒
- 微表面理论:表面存在微观粗糙度
- 菲涅尔效应:反射率随视角变化
- 金属工作流:区分金属与非金属表面
- 高光工作流:使用单独的高光图
PBR Texture Maps
PBR纹理图
- Albedo/Diffuse: Base color without lighting
- Normal: Surface normal for lighting calculation
- Roughness: Surface roughness for specular reflection
- Metallic: Metallic vs non-metallic surface
- Ambient Occlusion: Self-shadowing and contact shadows
- Emission: Emissive/glowing areas
- 反照率/漫反射图:不含光照信息的基础色
- 法线图:用于光照计算的表面法线
- 粗糙度图:定义表面粗糙度以影响高光反射
- 金属度图:区分金属与非金属表面
- 环境光遮蔽(AO)图:表现自阴影和接触阴影
- 发光图:定义发光区域
PBR Material Properties
PBR材质属性
- Albedo: Base color of the surface
- Roughness: How rough or smooth the surface is
- Metallic: Whether the surface is metallic
- Normal: Surface detail and orientation
- Emission: Whether the surface emits light
- Opacity: Whether the surface is transparent
- 反照率:表面的基础颜色
- 粗糙度:表面的粗糙或光滑程度
- 金属度:表面是否为金属材质
- 法线:表面细节与朝向
- 发光:表面是否发光
- 不透明度:表面是否透明
Substance Painter and Designer Workflows
Substance Painter与Designer工作流
Substance Painter
Substance Painter
- Texture Painting: Paint textures in 3D space
- Smart Materials: Procedural materials with smart masks
- Layer Stack: Non-destructive layer system
- Baking: Bake high-poly detail to textures
- Atlas Generation: Combine multiple textures into single atlas
- Export: Export to various formats and engines
- 纹理绘制:在3D空间中绘制纹理
- 智能材质:带有智能遮罩的程序化材质
- 图层堆栈:非破坏性图层系统
- 烘焙:将高模细节烘焙到纹理中
- 图集生成:将多个纹理合并为单个图集
- 导出:导出为多种格式以适配不同引擎
Substance Designer
Substance Designer
- Node-Based: Create materials with node graph
- Procedural: Generate textures procedurally
- Filters: Apply filters to textures
- Gradients: Create gradients for materials
- Pattern Generators: Generate patterns for textures
- Export: Export to various formats and engines
- 基于节点:通过节点图创建材质
- 程序化:程序化生成纹理
- 滤镜:对纹理应用滤镜效果
- 渐变:为材质创建渐变效果
- 图案生成器:为纹理生成图案
- 导出:导出为多种格式以适配不同引擎
Substance Best Practices
Substance最佳实践
- Non-Destructive: Use layers and masks for non-destructive workflow
- Smart Materials: Use smart materials for efficiency
- Baking: Bake high-poly detail for quality
- Organization: Organize layers and materials logically
- Export Settings: Configure export settings for target engine
- Performance: Optimize textures for performance
- 非破坏性工作流:使用图层和遮罩实现非破坏性操作
- 智能材质:使用智能材质提升效率
- 烘焙细节:烘焙高模细节以保证质量
- 合理组织:逻辑化组织图层与材质
- 导出设置:针对目标引擎配置导出参数
- 性能优化:优化纹理以提升性能
Shader Basics and Node Graphs
着色器基础与节点图
Shader Fundamentals
着色器基础
- Shaders: Programs that determine how surfaces are rendered
- Vertex Shaders: Process vertices and pass data to fragment shaders
- Fragment Shaders: Process fragments (pixels) and determine color
- Shader Properties: Exposed parameters for artists
- Shader Inputs: Textures, colors, values
- Shader Outputs: Final color and other outputs
- 着色器(Shaders):决定表面渲染方式的程序
- 顶点着色器:处理顶点并将数据传递给片元着色器
- 片元着色器:处理片元(像素)并确定颜色
- 着色器属性:向美术人员开放的可调参数
- 着色器输入:纹理、颜色、数值等
- 着色器输出:最终颜色及其他输出结果
Node Graph Shaders
节点图着色器
- Node-Based: Create shaders visually with nodes
- Nodes: Individual operations in shader graph
- Connections: Connect nodes to create shader logic
- Inputs: Inputs to nodes (textures, colors, values)
- Outputs: Outputs from nodes (colors, values)
- Sub-Graphs: Reusable shader logic
- 基于节点:通过可视化节点创建着色器
- 节点:着色器图中的独立操作单元
- 连接:连接节点以构建着色器逻辑
- 输入:节点的输入内容(纹理、颜色、数值)
- 输出:节点的输出结果(颜色、数值)
- 子图:可复用的着色器逻辑模块
Common Shader Nodes
常见着色器节点
- Texture Sample: Sample texture at UV coordinates
- Math Nodes: Mathematical operations
- Color Nodes: Color operations
- Vector Nodes: Vector operations
- Lerp: Linear interpolation between values
- Fresnel: Fresnel effect based on viewing angle
- 纹理采样:在UV坐标处采样纹理
- 数学节点:执行数学运算
- 颜色节点:执行颜色操作
- 向量节点:执行向量运算
- 线性插值(Lerp):在两个值之间进行线性插值
- 菲涅尔(Fresnel):基于视角实现菲涅尔效应
Texture Atlasing and Optimization
纹理图集与优化
Texture Atlasing
纹理图集
- Atlas Generation: Combine multiple textures into single atlas
- UV Packing: Pack UVs efficiently in atlas
- Texture Channels: Pack multiple maps into single texture channels
- Mipmaps: Generate mipmaps for distance rendering
- Texture Arrays: Use texture arrays for multiple textures
- 图集生成:将多个纹理合并为单个图集
- UV打包:在图集中高效排列UV
- 纹理通道:将多张图打包到单个纹理的不同通道中
- Mipmap:生成多级渐远纹理以适配远距离渲染
- 纹理数组:使用纹理数组管理多个纹理
Texture Optimization
纹理优化
- Resolution: Reduce texture resolution where appropriate
- Format: Use efficient texture formats (ASTC, ETC2, BC7)
- Compression: Apply texture compression
- Mipmaps: Generate mipmaps for distance rendering
- Texture Streaming: Stream textures based on distance
- Texture Budget: Manage texture memory budget
- 分辨率:在合适的区域降低纹理分辨率
- 格式:使用高效的纹理格式(ASTC、ETC2、BC7)
- 压缩:应用纹理压缩
- Mipmap:生成多级渐远纹理以适配远距离渲染
- 纹理流送:根据距离动态加载纹理
- 纹理预算:管理纹理内存预算
Platform-Specific Optimization
平台专属优化
- Mobile: Lower resolution, simpler formats
- Console: Medium optimization, balance quality and performance
- PC: Higher quality, more complex textures
- VR: High frame rate priority, reduced complexity
- Web: Efficient formats, progressive loading
- 移动平台:更低分辨率、更简洁的格式
- 主机平台:中等优化,平衡画质与性能
- PC平台:更高画质、更复杂的纹理
- VR平台:优先保证高帧率,降低复杂度
- Web平台:使用高效格式,支持渐进式加载
Texture Export and Integration
纹理导出与集成
Export Formats
导出格式
- PNG: Lossless compression, good for UI and transparency
- JPG: Lossy compression, good for photos
- TGA: Uncompressed, good for intermediate files
- PSD: Photoshop format, good for editing
- EXR: High dynamic range, good for baking
- PNG:无损压缩,适用于UI及透明纹理
- JPG:有损压缩,适用于照片类纹理
- TGA:无压缩,适用于中间文件
- PSD:Photoshop格式,适用于编辑
- EXR:高动态范围,适用于烘焙
Export Settings
导出设置
- Resolution: Set appropriate resolution
- Color Space: Set correct color space (sRGB, Linear)
- Alpha Channel: Include or exclude alpha channel
- Mipmaps: Generate or exclude mipmaps
- Compression: Apply or exclude compression
- 分辨率:设置合适的分辨率
- 色彩空间:设置正确的色彩空间(sRGB、Linear)
- Alpha通道:包含或排除Alpha通道
- Mipmap:生成或排除多级渐远纹理
- 压缩:应用或排除纹理压缩
Integration
集成
- Unity: Import textures, set import settings, assign to materials
- Unreal: Import textures, set import settings, assign to materials
- Godot: Import textures, set import settings, assign to materials
- Web: Use Three.js or Babylon.js with textures
- Custom: Parse texture data and apply to custom systems
- Unity:导入纹理、设置导入参数、分配给材质
- Unreal:导入纹理、设置导入参数、分配给材质
- Godot:导入纹理、设置导入参数、分配给材质
- Web:结合Three.js或Babylon.js使用纹理
- 自定义系统:解析纹理数据并应用到自定义系统