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【翻譯】SEUS PTGI E13開發(fā)新聞2

2020-04-08 11:59 作者:GeForceLegend  | 我要投稿

原文鏈接:https://www.patreon.com/posts/seus-ptgi-e13-2-35578576

Sonic Ether仍未發(fā)布SEUS PTGI E13。從開發(fā)新聞來(lái)看,許多地方都被大改甚至重寫,因此可能還需要等一段時(shí)間Sonic Ether才會(huì)發(fā)布PTGI E13

SEUS PTGI E13 Dev News2

SEUS PTGI E13 開發(fā)新聞2


Hey all! Sorry it's been a while, I've been wanting to share the progress I've made with E13, but I needed to really make sure that I didn't accidentally promise something that would turn out not to be possible. The pieces of the puzzle are finally coming together, so I can announce confirmed new features!
大家好!很抱歉有一段時(shí)間了,我一直想要分享我在E13上取得的進(jìn)展,但是我需要確保我沒有意外承諾了一些不可能實(shí)現(xiàn)的事情。拼圖的碎片最終拼合在一起了,所以我可以宣布確認(rèn)的新特性!

So, if you haven't read the last Dev News post, I've been working on a completely new approach to voxelization and representation of block shapes for ray tracing. This is definitely the most complicated system I've ever built!? E13 will be the biggest update PTGI has ever seen, and here's what I can confirm will be working!
所以,如果你還沒有閱讀上一篇開發(fā)新聞貼,我正在研究一種全新的方法來(lái)為光線追蹤體素化并顯示方塊模型。這絕對(duì)是我構(gòu)建過(guò)的最復(fù)雜的系統(tǒng)!E13將是PTGI有史以來(lái)最大的更新,以下是我可以確認(rèn)的將能工作的東西!


Voxelization based on a Resource Pack
基于資源包的體素化


In order for PTGI to get information about what blocks are in the world for ray tracing, you will now need to have a specific resource pack loaded. For the first E13 release, I will include a resource pack--that you should always have enabled when using PTGI--that will provide the necessary information for vanilla block models.
為了讓PTGI獲得關(guān)于世界上有哪些方塊用于光線追蹤的信息,你現(xiàn)在將要加載特定的資源包。對(duì)于第一個(gè)E13版本,我將附帶一個(gè)資源包(在使用PTGI的時(shí)候應(yīng)該總是加載它),它將為原版方塊模型提供必要的信息。

With this new method, geometry shaders are no longer needed for voxelization! AMD graphics cards are quite slow with geometry shaders, so this is good news for AMD GPU owners! Though, I can't state anything certain about what performance will be like when everything is put together.
有了這個(gè)新方法,體素化不再需要任何幾何著色器了!AMD顯卡的幾何著色器很慢,所以這對(duì)A卡用戶來(lái)說(shuō)是個(gè)好消息!不過(guò),我無(wú)法確認(rèn)當(dāng)所有東西都放在一起時(shí)的性能會(huì)是什么樣子。

You will be able to use resource packs that contain custom textures along with this just fine (loading the PTGI resource pack first, and the one with the textures you want at the top of the list). Any custom block models defined in the resource pack, however,? will cause that block not to be voxelized (thus, not be visible in ray tracing). But, there's a solution for this!
你也可以一起使用帶有自定義材質(zhì)的資源包(先載入PTGI資源包,然后在列表頂部加載你想要的材質(zhì))。但是,資源包內(nèi)定義的任何自定義方塊模型都會(huì)導(dǎo)致這個(gè)方塊不會(huì)被體素化(因此在光線追蹤中不可見)。不過(guò),有一個(gè)解決方案!

Resource pack conversion tool
資源包轉(zhuǎn)換工具


Since PTGI will now need a special resource pack, I'm working on a tool that will convert any resource pack to this special format. [u]This means that resource packs with custom models will now be able to provide the correct models for PTGI to use for ray tracing![/u] This tool will go through all of the models defined in the resource pack and convert them to a format that PTGI can use.
由于PTGI現(xiàn)在需要一個(gè)特殊的資源包,所以我正在開發(fā)一種工具,可以將任何資源包轉(zhuǎn)換成這種特殊的格式。這意味著帶有自定義模型的資源包將能夠?yàn)镻TGI提供用于光線追蹤的正確模型!這個(gè)工具將遍歷資源包所定義的所有模型,并將它們轉(zhuǎn)換成PTGI可以使用的格式。

It will also bake an associated "shape data" file that will need to be placed inside SEUS PTGI's .zip file. This data is baked for the specific resource pack being converted, so it'll be important not to mix and match these! Eventually I'll have the tool do this for you.
它還將烘焙一個(gè)相關(guān)的“形狀數(shù)據(jù)”文件,需要放在SEUS PTGI的.zip文件中。這些數(shù)據(jù)是為了要轉(zhuǎn)換的特定資源包而準(zhǔn)備的,因此不混淆和匹配它們是很重要的!最終我會(huì)讓工具幫你做這件事。

You'll need to be careful not to feed it something that has many models with lots of elements in them, as it could slow down the shader, and the "shape data" file may potentially not be able to contain all of the model shape data.
你需要小心,不要給它一些有很多包含了無(wú)數(shù)元素的模型的東西,因?yàn)樗鼤?huì)減慢著色器的運(yùn)行速度,并且“形狀數(shù)據(jù)”文件可能不能包含所有的模型形狀數(shù)據(jù)。

Any block model properly ray traced!
任何方塊模型的正確光線追蹤!


Any block model in the world (that isn't a tile entity like chests, armor stands, signs, etc.) will now properly show up in ray traced reflections and lighting! That means stairs, slabs, fences, doors, trapdoors, torches, crops, levers--pretty much anything can be properly represented in the ray tracing now! And none of this is hand-coded, it's all automatically figured out by the Resource Pack conversion tool and PTGI! This means that there is the potential that blocks (that aren't tile entities) added by mods could work as well!
世界上的任何方塊模型(不是像箱子、盔甲架、告示牌之類的實(shí)體型方塊)現(xiàn)在將正確地顯示在光線追蹤反射和照明中!這意味著樓梯、臺(tái)階、柵欄、門、活板門、火把、作物、拉桿——幾乎任何東西現(xiàn)在都可以在光線追蹤中正確地表現(xiàn)出來(lái)!所有這些都不是手工編碼的,都是通過(guò)資源包轉(zhuǎn)換工具和PTGI自動(dòng)計(jì)算出來(lái)的!這意味著mods添加的方塊(不是實(shí)體型方塊)也可以工作!

Sadly, we still have the limitation that only one texture can be rendered on a block seen inside ray tracing. So, block models that use multiple textures like grass block (dirt on the sides, grass on top), logs, grindstone, etc. will only map one texture to all of the geometry. Right now, the texture that PTGI uses is the particle texture. I don't think it's likely that I can overcome this limitation. But there are potential workarounds, like fusing these textures together into one .png and then editing the block model .json file to work with this little mini atlas texture.
遺憾的是,我們?nèi)匀挥邢拗?,在光線追蹤時(shí)一個(gè)方塊只能有一種材質(zhì)被渲染。因此,使用多個(gè)材質(zhì)的方塊模型,例如草方塊(側(cè)面的泥土和頂面的草)、原木、砂輪等,將只會(huì)向所有的幾何形狀映射一個(gè)貼圖。目前,PTGI使用的材質(zhì)是粒子貼圖(譯者注:方塊模型中的”particle”貼圖,用于生成方塊被破壞后的粒子的圖像文件)。我想我不太可能克服這個(gè)限制,但是有一些潛在的解決方法,比如把所有的材質(zhì)融合到一個(gè).png圖像中,然后編輯方塊模型.json文件來(lái)處理這個(gè)小集合材質(zhì)。

Per-pixel emissive light sources
逐像素發(fā)光光源


I'm migrating away from blocks either being light sources and fully glowing or not in favor of per-pixel light emission. That means that any block being a light or not will simply be based on textures. So, any block can give off any amount, color, or intensity of light!
我正在遠(yuǎn)離作為光源并完全發(fā)光或者不喜歡逐像素發(fā)光的方塊。這意味著任何一個(gè)方塊是否成為光源將簡(jiǎn)單地基于材質(zhì)。所以,任何物體都可以發(fā)出任何數(shù)量、顏色或者強(qiáng)度的光!

Alpha testing in ray tracing
光線追蹤中的Alpha測(cè)試


Blocks seen in ray traced lighting and reflections will now properly handle cutout transparency. That means that leaf blocks, doors, glass, grass, crops, etc. will now render properly! Stained glass will eventually properly show up and tint reflections and lighting, but that's not quite working yet.
在光線追蹤照明和反射中看到的方塊現(xiàn)在將正確處理透明邊緣。這意味著樹葉、門、玻璃、草、作物等現(xiàn)在將正確渲染!彩色玻璃最終會(huì)適當(dāng)顯示出來(lái)并為反射和光照著色,但是現(xiàn)在工作還不是很正常。

Ray traced contact shadows
光線追蹤銜接陰影


With how reliably PTGI can ray trace properly shaped blocks, I've added ray traced contact shadows. These are quite cheap, since they only need to trace a few blocks just to get that crisp contact shadow, but they make quite a difference!
伴隨著PTGI如何可靠地對(duì)正確形狀的方塊進(jìn)行光線追蹤,我添加了光線追蹤銜接陰影。這都是相當(dāng)不吃性能的,因?yàn)樗鼈冎恍枰粉檸讉€(gè)方塊,僅僅為了獲得干脆的銜接陰影,但他們有很好的效果!


Now, there are definitely some things to work out! A few blocks are not rendering properly, the resource pack conversion tool is still just a C# script in Unity, and the whole thing is young and unoptimized. This means you'll definitely see a performance drop. But, these new features bring a level of detail and complexity to your world as seen through the reflection of an iron block that I never thought would be possible!
現(xiàn)在,肯定有一些事情要解決!有幾個(gè)方塊沒有正確渲染,資源包轉(zhuǎn)換工具仍然只是Unity中的一個(gè)C#腳本,整個(gè)東西還很年輕,沒有被優(yōu)化。但是,這些新功能給你的世界帶來(lái)了一定的細(xì)節(jié)和豐富度,就像從一個(gè)鐵塊的反射中看到的那樣,我從未想過(guò)這是可能的!

Thank you for hanging in there while I've been working on this! I didn't post sooner, again, because I wanted to be sure that I could happily and proudly announce these features and be confident they're going to work. I'm incredibly excited for this new tech, and I hope you are too!
謝謝你在我做這個(gè)的時(shí)候的耐心等待!我沒有更早地發(fā)布這些特性,因?yàn)槲蚁氪_保我可以愉快地、自豪地宣布這些特性,并對(duì)它們能正常工作充滿信心。我對(duì)這項(xiàng)新技術(shù)感到無(wú)比興奮,我希望你也一樣!

And, of course, thank you for your support!! As always, and especially when it's been a while since there's been an update, I wanted to remind you that you'll only be charged if you're a patron during the turn of a new month. If you'd rather just pledge when there's an update, download the update, and then unpledge, that's totally fine, I have charge up-front disabled for this reason! For more information on how this works, take a look at this page.
當(dāng)然,還要感謝你們的支持!和以往一樣,特別是當(dāng)已經(jīng)有一段時(shí)間沒有更新的時(shí)候,我想提醒你,你只有在新的一個(gè)月的時(shí)候才需要付費(fèi)。如果你想在有更新時(shí)訂閱,下載更新,然后取消訂閱,那完全可以,我為此禁用了預(yù)付!有關(guān)這些如何運(yùn)作的更多信息,請(qǐng)查看此頁(yè)面。

https://support.patreon.com/hc/en-us/articles/360002355991-Understand-my-payments-to-creators#h_6adcf85b-56b2-4c1a-9880-93d4a42ad0b4(Patreon幫助中心的頁(yè)面)



【翻譯】SEUS PTGI E13開發(fā)新聞2的評(píng)論 (共 條)

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