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UE5.1_Niagara高级3.9_ Boids

2023-05-24 09:19 作者:Winter惜曦  | 我要投稿
  • 3.9 Boids【鸟群算法】

  • Boids will ignore particles that aren't "Awake".

    【鸟群会忽视没有唤醒的粒子】

  • Avoid distance field Surfaces_GPU pushes boids away from both the nearest surfaces and surfaces directly in front of the particles.

    【避免距离场表面GPU把鸟群从最近表面和前方表面推开】

  • Gravity constrains the particles to the area that is most interesting.

    【重力限制粒子到有吸引力的地方】

  • We're holding off on running the final solve until the boid forces can be calculated in a final simulation stage. For that reason, we're writing Transient.PhysicsForce to a particle parameter so it can be later referenced in a simulation stack.

    【我们把力的结算推迟到最后的模拟阶段。因此,我们将临时物理力写进粒子参数,使它能在模拟堆叠中被引用】

  • "Boid Force" pulls particles near a common center (Cohesion Force) and pushes them away from each other when they're too close (Avoidance Force) and "Velocity Matching" allows them to follow each others lead.

    【鸟群力把粒子推向附近的一个共同中心(内聚力),并当它们相互靠得太近时推离开它们(避免力),和速度匹配允许它们相互领头飞行】

  • Boids appear unnatural if they turn too quickly. Setting a min speed, a max speed and an acceleration limit can help us ensure that they look plausible.

    【群鸟如果调头太快会显得不真实。设置一个最低速度,一个最高速度,和一个加速度限制,能帮助我们确保它们看起来更真实】

  • Flight orientation gracefully rotates the mesh and banks the models as it rotates through space.

    【飞行朝向优雅地旋转网格体和当它在空间旋转时倾斜模型】

  • We write out debug variables here.

    【我们在这写出调试参数】

  • A number of renderers here are used to debug various vectors.

    Feel free to enable them to see some of the data that we compute internally.

    【这里的许多渲染器是用来调试各种向量的】

    【随意开启它们来查看我们计算的某些数据】

  • Avoid Distance Field Surface GPU【躲避距离场表面GPU】模组

    Active【激活】

    Nearest Surface Avoidance Strength【最近表面躲避强度】:推离最近表面的力的强度

    Falloff Distance【衰减距离】:到有影响力的距离场表面的最大距离,即开始施加推离力的距离

    Obstacle Avoidance Strength【障碍物躲避强度】:推离障碍物的力的强度

    Max Trace Distance【最大追踪距离】:障碍物小于此距离时生成推离力

    Trace Vector【追踪向量】:检测障碍物的方向


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