Method for automatically converting three-dimensional material/map data to UE4
An automatic conversion and mapping technology, applied in the field of virtual reality, can solve the problems of unusable 3D material/texture data, complicated process, and low efficiency, and achieve the effects of shortening the production cycle, standardizing the process, and reducing costs
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Embodiment 1
[0054] In one embodiment of the present invention, the method for automatically converting 3D material / map data to UE4 includes the following steps:
[0055] Serialize all 3D material / texture data in 3D software and output them to text type files;
[0056] Start the Unreal Engine4 engine;
[0057] Import the output 3D material / texture data into the project file of Unreal Engine4;
[0058] In the Unreal Engine4 engine, according to the different data types in the 3D software, the material ball is reprogrammed according to the production effect principle, and the texture is connected.
[0059] In this embodiment, according to the specific material type in the three-dimensional material / texture data, the corresponding data and material nodes are connected, and then the corresponding material attributes are displayed. The performance of material properties in UE4 is represented by connecting different data and material nodes. Under normal circumstances, there may be hundreds of...
Embodiment 2
[0062] On the basis of the above-mentioned embodiment 1, before all the 3D material / texture data in the 3D software are serialized and output to the text type file, the following steps are performed: organize the shader balls in the scene in the 3D software to ensure The exported shader is valid; organize the texture; preprocess the texture.
[0063] Wherein, the sorting of the shaders in the scene in the 3D software includes: checking for missing map shaders, checking for lost shader models, and deleting any or several items in shaders whose corresponding solutions cannot be found in Unreal Engine4.
[0064] The arrangement of textures includes reconnecting texture paths, clearing any one or several items of lost textures and paths.
[0065] The preprocessing of the texture includes: cutting the size of the texture to be a positive integer power of 2 closest to the size of the original texture, such as the size of the original texture is 510*1000 pixels, then cutting or stret...
Embodiment 3
[0067] On the basis of embodiment 2, the size of the cropped texture is a positive integer power of 2, including the following steps: judging whether the length of the texture conforms to a positive integer power of 2, and whether the width conforms to a positive integer power of 2; if the length or width If not, calculate the positive integer power of 2 closest to the length or width as the length or width, and then get the new length and width values.
[0068] Because in UE4, if the size of the texture in the VR scene is not the Nth power of 2 (positive integer power of 2) (such as 512*512, 1024*1024, etc.), after the relationship is built, the texture area where it is located will appear Moiré patterns greatly affect the visual effect of the entire scene. Therefore, the size of the texture displayed in UE4 must be 2 to the Nth power to ensure that the visual effect of the VR scene after the lighting is constructed will not have the defect of moiré. The idea of the specif...
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