Method and device for making scene model, electronic equipment and readable storage medium

CN117065329BActive Publication Date: 2026-10-09NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202311058608.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-08-21
Publication Date
2026-10-09
Estimated Expiration
2043-08-21

AI Technical Summary

Technical Problem

[0003]现阶段,在对游戏场景的场景对象模型进行制作时,一般是max制作中模,ZBrush雕刻高模,烘培游戏中所需要的法线等贴图,然后Photoshop,Substance Painter等软件去进行贴图绘制,最后输出最终完成的模型;而上述制作流程场景对象模型制作步骤繁琐,场景对象模型制作的时间较长,导致出现场景对象模型制作的制作效率较低的问题;同时,对于不同的制作人员来说,由于不同的制作习惯,对于场景对象模型制作的效果可能会存在差异,进而导致场景对象模型制作的效果不统一,影响最终对于游戏场景的呈现效果

Benefits of technology

[0016] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the method for creating a scene model as described in any of the first aspects.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN117065329B_ABST
    Figure CN117065329B_ABST
Patent Text Reader

Abstract

The application provides a scene model manufacturing method and device, electronic equipment and a readable storage medium. A scene object model to be manufactured and an object model category of the scene object model to be manufactured are determined in a game scene. A scene material sphere corresponding to the object model category is determined. The scene object model to be manufactured is rendered according to the scene material sphere, and an initial scene object model is generated. A plurality of material effects on the initial scene object model are adjusted. The material effects that do not match the scene object model are deleted from the plurality of material effects, and a target scene object model is generated. In this way, the object model manufacturing steps can be reduced, the manufacturing time can be reduced, the manufacturing efficiency of the scene object model can be improved, and the presentation effect of the game scene can be improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to methods, apparatus, electronic devices and readable storage media for creating scene models. Background Technology

[0002] In the process of game scene rendering, the game scene needs to be rendered. During the rendering process, the game scene is composed of scene elements. Different game scenes are formed by combining different scene elements, and the scene elements are rendered based on the scene object model.

[0003] Currently, the typical process for creating scene object models in games involves: creating a medium-sized model in 3ds Max, sculpting a high-poly model in ZBrush, baking the necessary textures such as normals, and then using software like Photoshop and Substance Painter to paint the textures before finally outputting the completed model. However, this process is cumbersome and time-consuming, resulting in low production efficiency. Furthermore, different developers may have varying work habits, leading to inconsistent results and impacting the final presentation of the game scene. Summary of the Invention

[0004] In view of this, this application provides a method, apparatus, electronic device, and readable storage medium for creating scene models. For each object model category, a corresponding scene material ball is pre-made, containing multiple material texture data for rendering the same object model category. When creating the scene object model to be created, the corresponding scene material ball is directly used for rendering, and mismatched effects among multiple material effects are deleted according to rendering requirements to generate the target scene object model. This can reduce the tedious steps and time required for object model creation, and improve the efficiency of scene object model creation. At the same time, scene object models under the same object model category are all rendered and generated by the same scene material ball, which can also unify the effect of scene object model creation and improve the presentation effect of game scenes.

[0005] In a first aspect, embodiments of this application provide a method for creating a scene model, the method comprising:

[0006] Determine the scene object model to be created in the game scene and the object model category corresponding to the scene object model to be created;

[0007] Determine the scene material sphere corresponding to the object model category; the scene material sphere contains multiple material effects corresponding to the object model category; the material effects include material texture data and layer information corresponding to the material texture data;

[0008] Based on the scene material sphere, render the scene object model to be created to generate an initial scene object model; the various material effects are overlaid and displayed in the initial scene object model.

[0009] Adjust the various material effects on the initial scene object model, delete the material effects that do not match the scene object model, and generate the target scene object model.

[0010] Secondly, embodiments of this application also provide a scene model creation apparatus, the apparatus comprising:

[0011] The category determination module is used to determine the scene object model to be created in the game scene and the object model category corresponding to the scene object model to be created.

[0012] The material ball determination module is used to determine the scene material ball corresponding to the object model category; the scene material ball contains multiple material effects corresponding to the object model category; the material effects shown include material texture data and the layer information corresponding to the material texture data.

[0013] The initial model generation module is used to render the scene object model to be created based on the scene material sphere, and generate an initial scene object model; the initial scene object model displays the various material effects overlaid on it;

[0014] The target model generation module is used to adjust the various material effects on the initial scene object model, delete material effects that do not match the scene object model from the various material effects, and generate a target scene object model.

[0015] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the method for creating a scene model as described in any of the first aspects.

[0016] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the method for creating a scene model as described in any of the first aspects.

[0017] The method, apparatus, electronic device, and readable storage medium for creating scene models provided in this application's embodiments determine the scene object model to be created in the game scene and the object model category of the scene object model to be created; determine the scene material ball corresponding to the object model category; render the scene object model to be created based on the scene material ball to generate an initial scene object model; adjust various material effects on the initial scene object model, delete material effects that do not match the scene object model from the various material effects, and generate a target scene object model. In this way, for each object model category, a corresponding scene material ball is pre-created, containing multiple material texture data for rendering the same object model category; when creating the scene object model to be created, the corresponding scene material ball is directly used for rendering, and mismatched effects among the various material effects are deleted according to rendering requirements to generate the target scene object model. This reduces the tedious steps and time required for object model creation, improving the efficiency of scene object model creation; at the same time, scene object models under the same object model category are all rendered and generated by the same scene material ball, which can also unify the effect of scene object model creation and improve the presentation effect of the game scene.

[0018] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0019] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0020] Figure 1 A flowchart illustrating a method for creating a scene model as provided in an embodiment of this application;

[0021] Figure 2 One of the structural schematic diagrams of a scene model manufacturing apparatus provided in an embodiment of this application;

[0022] Figure 3 A second schematic diagram of a scene model manufacturing apparatus provided in an embodiment of this application;

[0023] Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0024] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0025] This application can be applied to the field of computer technology. In the process of game scene rendering, it is necessary to render the game scene. During the rendering process, the game scene is composed of scene elements. Different game scenes are formed by combining different scene elements, and the scene elements are rendered based on the scene object model.

[0026] Currently, the typical process for creating scene object models in games involves: creating a medium-sized model in 3ds Max, sculpting a high-sized model in ZBrush, baking the necessary textures such as normals, and then using software like Photoshop and Substance Painter to paint the textures before finally outputting the completed model. However, this process is cumbersome and time-consuming, resulting in low production efficiency. Furthermore, different developers may have different work habits, leading to variations in the final appearance of the scene object models and affecting the overall presentation of the game scene.

[0027] Based on this, embodiments of this application provide a method for creating a scene model, which reduces the cumbersome steps and time required for creating object models, and improves the efficiency of creating scene object models; at the same time, it enhances the presentation effect of game scenes.

[0028] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for creating a scene model, as provided in an embodiment of this application. Figure 1 As shown in the embodiments of this application, the method for creating a scene model includes:

[0029] S101. Determine the scene object model to be created in the game scene and the object model category corresponding to the scene object model to be created.

[0030] S102. Determine the scene material ball corresponding to the object model category; the scene material ball contains multiple material effects corresponding to the object model category; the material effects include material texture data and layer information corresponding to the material texture data.

[0031] S103. Render the scene object model to be created based on the scene material sphere to generate an initial scene object model; overlay the various material effects on the initial scene object model.

[0032] S104. Adjust the various material effects on the initial scene object model, delete the material effects that do not match the scene object model, and generate the target scene object model.

[0033] The scene model creation method provided in this application pre-creates a corresponding scene material ball for each object model category. The scene material ball contains multiple material texture data for rendering the same object model category. When creating the scene object model to be created, the corresponding scene material ball is directly used for rendering, and mismatched effects among the multiple material effects are deleted according to rendering requirements to generate the target scene object model. This can reduce the tedious steps and time required for object model creation and improve the efficiency of scene object model creation. At the same time, scene object models under the same object model category are all rendered and generated by the same scene material ball, which can also unify the effect of scene object model creation and improve the presentation effect of game scenes.

[0034] The exemplary steps of the embodiments of this application are described below:

[0035] S101. Determine the scene object model to be created in the game scene and the object model category corresponding to the scene object model to be created.

[0036] In this embodiment of the application, during the game scene rendering process, it is necessary to render the game scene. During the rendering process, the game scene is composed of scene elements, and different game scenes are formed by combining different scene elements.

[0037] For example, in a riverside game scene, the scene elements that make up the riverside game scene could be river rocks, waterfalls, etc.; in a city game scene, the scene elements that make up the city game scene could be streets, buildings, trees, etc.

[0038] In one possible implementation, for scene elements, the rendering process may involve first designing a scene object model based on scene design requirements, then rendering textures on the scene object model to obtain scene elements with the expected presentation.

[0039] In one possible implementation, the scene object model to be created is a scene element in the game scene, displayed in a fixed position in the game scene, and does not move with the player's operation; multiple scene elements constitute the background of the game scene.

[0040] Specifically, scene elements in the game are fixed in the game scene and do not move with the player's operation (for example, in a city game scene, a building is fixed in a certain place on the street), that is, they are different from the target virtual character that moves according to the player's operation; when the game scene is displayed through the graphical user interface of the terminal, the scene elements generally constitute the background screen of the graphical user interface.

[0041] In one possible implementation, when it is determined that a scene object model needs to be created, it is necessary to determine the object model category to which the scene object model to be created belongs. The object model category indicates the scene element type to which the scene object model to be created belongs. Furthermore, for scene element types under the same major category, they may also be divided into different sub-scene element types based on different scene representations.

[0042] For example, if the scene object model to be created is a rock model, then the object model category corresponding to the scene object model to be created can be determined as the rock category. At the same time, it can also be divided into the wet rock category and the sunny rock category according to the different settings of the scene object model to be created in the game scene (rocks located in a damp and dark scene or rocks located in a sunny scene, the appearance of the rock surface may be different in the two).

[0043] Furthermore, after obtaining the object model category of the scene object model to be created, a pre-made scene material ball corresponding to that object model category can be determined based on the object model category, so as to render the scene object model to be created uniformly through the scene material ball.

[0044] S102. Determine the scene material ball corresponding to the object model category; the scene material ball contains multiple material effects corresponding to the object model category; the material effects include material texture data and layer information corresponding to the material texture data.

[0045] In this embodiment, the scene material sphere is a VR parameter file. It includes physical property parameters such as color parameters, reflection effects, and transparency parameters of the scene object model under the above-mentioned object model category, as well as various static textures, such as texture maps, Matcap (Material Capture) maps, and normal maps. Therefore, the effect that the material sphere can actually render depends on the physical property parameters and various texture information it includes. At the same time, the scene material sphere also includes the layer information corresponding to the material texture data.

[0046] In one possible implementation, the scene material spheres are pre-made and stored in a one-to-one correspondence with the object model categories. After determining the object model category corresponding to the model to be made, a search can be performed based on the object model category to determine the scene material sphere corresponding to that object model category. Then, the scene object model to be made is rendered using the scene material sphere to generate the target scene object model.

[0047] The following will explain the specific process of creating the scene material sphere:

[0048] Specifically, the step "determine the scene material sphere corresponding to the object model type" includes:

[0049] a1: Obtain the base object model corresponding to the object model category and all material texture data corresponding to the object model category.

[0050] a2: Based on the base object model, generate normal map data for the object model category.

[0051] a3: Based on the aforementioned multiple material texture data, multiple layers are overlaid, and the layer information corresponding to each material texture data is determined.

[0052] a4: Based on the normal map data, the various material texture data, and the layer information corresponding to the material texture data, generate the scene material sphere corresponding to the object model category.

[0053] In this embodiment of the application, when determining the scene material sphere, multiple material texture data under the scene object category can be determined based on the historical rendering process of different scene object models under the same object model category and the setting requirements of the game scene.

[0054] In one possible implementation, the material texture data includes at least one of the following:

[0055] Texture detail data, texture data, texture roughness data, and texture color data.

[0056] In this embodiment, material texture data can be stored in the scene material sphere in the form of texture maps, and different scene object display effects can be displayed through different texture details, textures, texture roughness and texture colors.

[0057] For example, taking rocks as the scene object, different colors, textures, and texture details of rocks can be rendered using material texture data. Different material texture data can render green rocks covered with moss, rocks with sand and gravel on their surface, and so on.

[0058] Specifically, the step "Generating normal map data for the object model category based on the base object model" includes:

[0059] b1: Generate normal map data for the object model category based on the base normals corresponding to the base object model.

[0060] In one possible implementation, when determining the structure of the scene model, a corresponding basic object model can be determined for each object model category. While preserving the basic normals of the basic object model, the basic color tone is adjusted according to the original artwork, and the required structure is superimposed.

[0061] In one possible implementation, texture data corresponding to different scene categories of object models within the same scene can be studied to make the texture data applicable to different model structures. This could be achieved by using a large number of intelligent mask-compiled material systems that conform to the structure. Furthermore, to meet the needs of the reusable system, during the drawing process based on the material texture data, hand-painted brushes are no longer used, allowing each texture slot to be perfectly replaced with any other style. Sufficient interfaces are reserved for scene objects of different styles.

[0062] In this context, a mask is the outer part of a selection box (the inside of the selection box is the selection area). Taking Photoshop as an example, there are generally four types of masks in Photoshop: layer mask, clipping mask, vector mask, and quick mask.

[0063] In one possible implementation, after determining the normal map data for each object model category, different effect elements need to be overlaid for the scene object model to ensure that the scene material sphere includes all material texture data.

[0064] Specifically, the step "overlaying multiple layers based on the aforementioned multiple material texture data" includes:

[0065] c1: Add an anchor point tool to the layer containing the material texture data to anchor at least one layer mask.

[0066] c2: After adding a generator to each layer mask, anchor different structural layers and referencing corresponding channels in the layer where the material texture data is located using the anchor point tool, and overlay multiple layers.

[0067] In this embodiment of the application, object models under the same object model category may have different representations. Therefore, for each material texture data, an anchor point tool is added to the layer where the material texture data is located. At the same time, after adding a generator to each layer mask, the anchor structure layer is input into the material texture image, the corresponding channel is referenced, and multiple layers are superimposed.

[0068] A mask layer can cover up images within a linked graphic. Users can combine multiple layers under a single mask layer to create various effects. A mask layer must have at least two layers: the top layer is called the "mask layer," and the bottom layer is called the "masked layer." Only the overlapping areas of these two layers are displayed. In other words, areas within the mask layer that contain objects are "transparent," allowing you to see the objects in the masked layer, while areas without objects are opaque, making the corresponding objects in the masked layer invisible.

[0069] You can also create multi-layer masking animations, which means that one masking layer simultaneously masks multiple masked layers. Usually, during the creation process, the system only defaults to the layer below the masking layer as the masked layer.

[0070] For example, taking a scene object model as a rock, there may be elements such as moss and sand on the rock. These elements need to be superimposed. The anchor point tool can be used to make these elements follow the structural changes of the superimposed layer. Add anchor points to the superimposed structural layer, add a generator to the layer mask of the mud and sand, and anchor the structural layer in the image input, and select the referenced channel.

[0071] Furthermore, after determining the pre-made scene material ball corresponding to the object model category, the scene object model to be made can be rendered directly based on the scene material ball to generate the initial scene object model.

[0072] S103. Render the scene object model to be created based on the scene material sphere to generate an initial scene object model; overlay the various material effects on the initial scene object model.

[0073] In this embodiment, the scene object model to be created is rendered according to the scene material ball to generate an initial scene object model. Since a scene material ball corresponds to an object model category and contains multiple material texture data under that object model category, that is, all display material elements are superimposed in the scene material ball of the object model category. Therefore, multiple material effects under the object model category are superimposed and displayed on the initial scene object model rendered according to the scene material ball.

[0074] In one possible implementation, after obtaining the scene object model to be created, since the scene object model to be created may be a composite model, and only a part of it is rendered through the scene material, it is necessary to first disassemble the scene object model to be created during the rendering process through the scene material.

[0075] Specifically, the step "rendering the scene object model to be created based on the scene material sphere, and generating an initial scene object model" includes:

[0076] d1: Based on the model structure of the scene object model to be created, disassemble the scene object model to be created to obtain the disassembled scene object model.

[0077] d2: Determine the various material texture maps in the scene material sphere.

[0078] d3: Using texture space mapping, based on the various material texture maps and the various material texture data, render the scene object model to be created and generate the initial scene object model.

[0079] Among them, texture space mapping renders the scene object model by mapping the coordinates between the material texture map and the scene object model to be created.

[0080] In this embodiment, based on the model structure of the scene object model to be created, it is determined whether the scene object model to be created needs to be rendered according to the material ball. If not, and the scene object model to be created is a composite model, it is necessary to disassemble the scene object model to be created to obtain the disassembled scene object model, and obtain all the material texture maps stored in the scene material ball. Utilizing the characteristics of texture space mapping, the scene object model to be created is rendered according to all the material texture maps and all the material texture data to generate the initial scene object model.

[0081] In one possible implementation, a UV layout is required for each scene object model. The UV layout is the basis for mapping textures onto the model surface and can be represented as UVW. U and V are the coordinates of the image in the horizontal and vertical directions of the display, respectively, and the values ​​are generally 0 to 1, that is, (the U-th pixel in the horizontal direction / the image width, and the V-th pixel in the vertical direction / the image height). The direction of W is perpendicular to the display surface. It is generally used for procedural texturing or some 3D texturing techniques. It is not commonly used in games, so it is generally abbreviated as UV.

[0082] When rendering the scene object model using a scene material sphere, the texture map used is a UV texture map, which is short for U and V texture map coordinates (similar to the X, Y, and Z axes of a spatial model). It defines the position information of each point on the image. These points are interconnected with the 3D model to determine the position of the surface texture map. UV mapping precisely maps each point on the image to the surface of the model object, and the software performs smooth image interpolation at the gaps between points.

[0083] Furthermore, after rendering the initial scene object model based on the scene material ball, since multiple material effects of the same object model category are superimposed on the initial scene object model, it may not be fully applicable to the current production requirements of the scene object model to be produced. Therefore, after rendering the scene object model to be produced using the scene material ball, the required material effects can be selected from the multiple material effects according to the production rendering requirements of the scene object model to be produced, and the unnecessary material effects can be deleted.

[0084] S104. Adjust the various material effects on the initial scene object model, delete the material effects that do not match the scene object model, and generate the target scene object model.

[0085] In this embodiment, the material texture data and layers on the initial scene object model are adjusted. By adjusting the layer information (hidden adjustment), it is ensured that the deleted material effects that do not match the scene object model will no longer be displayed on the surface of the rendered scene object model, thereby generating the target scene object model.

[0086] Among them, material effects that do not match the scene object model refer to scene object models that do not conform to the display scene required by the current scene model.

[0087] For example, taking a scene object model as a rock model, for a rock in a sunny position, it may not be necessary to render a moss effect. Therefore, the moss effect in the initial rock model rendered based on the scene material needs to be removed.

[0088] Specifically, the step "removing material effects that do not match the scene object model from the various material effects" includes:

[0089] e1: Identify the material effects that do not match the scene object model and the corresponding layer for each mismatched material effect.

[0090] e2: Update the layer corresponding to the mismatched material effect to a hidden state, and delete the material effect that does not match the scene object model from the multiple material effects.

[0091] In this embodiment, the material effects that do not match the scene object model are first determined from all material effects according to the rendering requirements of the scene object to be created. At the same time, the layer where each mismatched material effect is located is determined, and the state of the layer corresponding to the mismatched material effect is updated to the hidden state. In order to remove the material effects that do not match the scene object model in terms of presentation effect, the target scene object model that meets the rendering requirements of the scene object model to be created is obtained.

[0092] Specifically, material effects that do not match the scene object model refer to scene object models that do not conform to the display scene required by the current scene model.

[0093] For example, taking a rock in a game scene as the scene object model to be created, a rock in the sunlight may not need to have a moss effect rendered. Therefore, it is necessary to delete the moss effect layer in the initial rock model rendered by the scene material, and use software to change the moss effect layer in the initial rock model to a hidden state, so as to render the target rock model that does not show the moss effect in the sunlight.

[0094] In one possible implementation, when creating multiple scene models of the same object model category simultaneously, multiple scene models can be rendered in batches using the same scene material. Modifications can then be made according to the rendering requirements of each scene model to generate multiple target scene object models in batches. This allows for the simultaneous production of multiple target scene object models, further improving the efficiency of scene object model creation. Furthermore, since scene object models of the same object model category are all rendered using the same scene material, the overall effect of scene object model creation can be standardized, enhancing the presentation of the game scene.

[0095] The method for creating scene models provided in this application involves determining the scene object model to be created in the game scene and the object model category of the scene object model; determining the scene material ball corresponding to the object model category; rendering the scene object model to be created based on the scene material ball to generate an initial scene object model; adjusting various material effects on the initial scene object model, deleting material effects that do not match the scene object model from the various material effects, and generating a target scene object model. In this way, for each object model category, a corresponding scene material ball is pre-created, containing multiple material texture data for rendering the same object model category; when creating the scene object model to be created, the corresponding scene material ball is directly used for rendering, and mismatched effects among the various material effects are deleted according to rendering requirements to generate the target scene object model. This reduces the tedious steps and time required for object model creation, improving the efficiency of scene object model creation; at the same time, scene object models under the same object model category are all rendered and generated by the same scene material ball, which also unifies the effect of scene object model creation and improves the presentation effect of the game scene.

[0096] Based on the same inventive concept, this application also provides a scene model making apparatus corresponding to the scene model making method. Since the principle of the apparatus in this application is similar to the scene model making method described above in this application, the implementation of the apparatus can refer to the implementation of the method, and the repeated parts will not be described again.

[0097] Please see Figure 2 , Figure 3 , Figure 2 This is one of the structural schematic diagrams of a scene model manufacturing apparatus provided in an embodiment of this application. Figure 3 This is a second schematic diagram of a scene model creation apparatus provided in an embodiment of this application. Figure 2 As shown, the manufacturing apparatus 200 includes:

[0098] The category determination module 210 is used to determine the scene object model to be created in the game scene and the object model category corresponding to the scene object model to be created.

[0099] The material ball determination module 220 is used to determine the scene material ball corresponding to the object model category; the scene material ball contains multiple material textures corresponding to the object model category; the material effect includes material texture data and layer information corresponding to the material texture data.

[0100] The initial model generation module 230 is used to render the scene object model to be made based on the scene material ball to generate an initial scene object model; the initial scene object model displays the multiple material effects overlaid on it;

[0101] The target model generation module 240 is used to adjust the various material effects on the initial scene object model, delete material effects that do not match the scene object model from the various material effects, and generate a target scene object model.

[0102] In one possible implementation, such as Figure 3 As shown, the fabrication apparatus 200 further includes a material sphere fabrication module 250, which is used for:

[0103] Obtain the basic object model corresponding to the object model category and the various material texture data corresponding to the object model category;

[0104] Based on the aforementioned basic object model, normal map data for the object model category is generated;

[0105] Based on the aforementioned multiple material texture data, multiple layers are overlaid, and the layer information corresponding to each material texture data is determined.

[0106] Based on the normal map data, the various material texture data, and the layer information corresponding to the material texture data, a scene material sphere corresponding to the object model category is generated.

[0107] In one possible implementation, when the material sphere creation module 250 is used to generate normal map data for a base object model under that object model category, the material sphere creation module 250 is used to:

[0108] Based on the base normals corresponding to the base object model, generate normal map data for that object model category.

[0109] In one possible implementation, when the material sphere creation module 250 is used to overlay multiple layers based on the multiple material texture data, the material sphere creation module 250 is used to:

[0110] Add an anchor point tool to the layer containing the material texture data to anchor at least one layer mask using the anchor point tool;

[0111] After adding a generator to each layer mask, anchor different structural layers and reference corresponding channels in the layer containing the material texture data using the anchor point tool, and then overlay multiple layers.

[0112] In one possible implementation, when the initial model generation module 230 is used to render the scene object model to be created based on the scene material sphere and generate an initial scene object model, the initial model generation module 230 is used to:

[0113] Based on the model structure of the scene object model to be created, the scene object model to be created is disassembled to obtain the disassembled scene object model;

[0114] Determine the texture maps of various materials in the scene material sphere;

[0115] Using texture space mapping, the scene object model to be created is rendered based on the various material texture maps and the various material texture data to generate an initial scene object model; the texture space mapping renders the scene object model to be created by mapping the coordinates between the material texture maps and the scene object model to be created.

[0116] In one possible implementation, when the target model generation module 240 removes material effects that do not match the scene object model from the various material effects, the target model generation module 240 is configured to:

[0117] Identify the material effects that do not match the scene object model and the corresponding layer for each mismatched material effect;

[0118] Update the layer corresponding to the mismatched material effect to a hidden state, and delete the material effects that do not match the scene object model from the multiple material effects.

[0119] In one possible implementation, the scene object model to be created is a scene element in the game scene, displayed in a fixed position in the game scene, and does not move with the player's operation.

[0120] In one possible implementation, the material texture data includes at least one of the following:

[0121] Texture detail data, texture data, texture roughness data, and texture color data.

[0122] The scene model creation apparatus provided in this application includes a category determination module for determining the scene object model to be created in the game scene and the object model category of the scene object model; a material ball determination module for determining the scene material ball corresponding to the object model category; an initial model generation module for rendering the scene object model to be created based on the scene material ball to generate an initial scene object model; and a target model generation module for adjusting various material effects on the initial scene object model, deleting material effects that do not match the scene object model from the various material effects, and generating a target scene object model. In this way, for each object model category, a corresponding scene material ball is pre-created, containing multiple material texture data for rendering the same object model category; when creating the scene object model to be created, the corresponding scene material ball is directly used for rendering, and mismatched effects among the various material effects are deleted according to rendering requirements to generate the target scene object model. This reduces the tedious steps and time required for object model creation, improving the efficiency of scene object model creation; simultaneously, scene object models under the same object model category are all rendered and generated by the same scene material ball, which also unifies the effect of scene object model creation and improves the presentation effect of the game scene.

[0123] Please see Figure 4 , Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 4 As shown, the electronic device 400 includes a processor 410, a memory 420, and a bus 430.

[0124] The memory 420 stores machine-readable instructions executable by the processor 410. When the electronic device 400 is running, the processor 410 communicates with the memory 420 via the bus 430, causing the processor 410 to execute the following instructions during operation:

[0125] Determine the scene object model to be created in the game scene and the object model category corresponding to the scene object model to be created;

[0126] Determine the scene material ball corresponding to the object model category; the scene material ball contains multiple material effects corresponding to the object model category, and the material effects include material texture data and layer information corresponding to the material texture data;

[0127] Based on the scene material sphere, render the scene object model to be created to generate an initial scene object model; the various material effects are overlaid and displayed in the initial scene object model.

[0128] Adjust the various material effects on the initial scene object model, delete the material effects that do not match the scene object model, and generate the target scene object model.

[0129] In one possible implementation, the instruction executed by processor 410, determining the scene material sphere corresponding to the object model category, includes:

[0130] Obtain the basic object model corresponding to the object model category and the various material texture data corresponding to the object model category;

[0131] Based on the aforementioned basic object model, normal map data for the object model category is generated;

[0132] Based on the aforementioned multiple material texture data, multiple layers are overlaid, and the layer information corresponding to each material texture data is determined.

[0133] Based on the normal map data, the various material texture data, and the layer information corresponding to the material texture data, a scene material sphere corresponding to the object model category is generated.

[0134] In one possible implementation, the instruction executed by processor 410, which involves generating normal map data for the object model category based on the base object model, includes:

[0135] Based on the base normals corresponding to the base object model, generate normal map data for that object model category.

[0136] In one possible implementation, the instructions executed by processor 410, which include overlaying multiple layers based on the multiple material texture data, include:

[0137] Add an anchor point tool to the layer containing the material texture data to anchor at least one layer mask using the anchor point tool;

[0138] After adding a generator to each layer mask, anchor different structural layers and reference corresponding channels in the layer containing the material texture data using the anchor point tool, and then overlay multiple layers.

[0139] In one possible implementation, the instructions executed by the processor 410 include rendering the scene object model to be created based on the scene material sphere to generate an initial scene object model, including:

[0140] Based on the model structure of the scene object model to be created, the scene object model to be created is disassembled to obtain the disassembled scene object model;

[0141] Determine the texture maps of various materials in the scene material sphere;

[0142] Using texture space mapping, the scene object model to be created is rendered based on the various material texture maps and the various material texture data to generate an initial scene object model; the texture space mapping renders the scene object model to be created by mapping the coordinates between the material texture maps and the scene object model to be created.

[0143] In one possible implementation, the instructions executed by processor 410, wherein deleting material effects that do not match the scene object model from the plurality of material effects, includes:

[0144] Identify the material effects that do not match the scene object model and the corresponding layer for each mismatched material effect;

[0145] Update the layer corresponding to the mismatched material effect to a hidden state, and delete the material effects that do not match the scene object model from the multiple material effects.

[0146] In one possible implementation, the scene object model to be created is a scene element in the game scene, displayed in a fixed position in the game scene, and does not move with the player's operation.

[0147] In one possible implementation, the material texture data includes at least one of the following:

[0148] Texture detail data, texture data, texture roughness data, and texture color data.

[0149] By using the above method, a corresponding scene material ball is pre-made for each object model category. The scene material ball contains multiple material texture data for rendering the same object model category. When creating the scene object model to be created, the corresponding scene material ball is directly used for rendering. Incompatible effects among the multiple material effects are deleted according to the rendering requirements to generate the target scene object model. This can reduce the tedious steps and time required for object model creation and improve the efficiency of scene object model creation. At the same time, scene object models under the same object model category are all rendered and generated by the same scene material ball, which can also unify the effect of scene object model creation and improve the presentation effect of game scenes.

[0150] This application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:

[0151] Determine the scene object model to be created in the game scene and the object model category corresponding to the scene object model to be created;

[0152] Determine the scene material ball corresponding to the object model category; the scene material ball contains multiple material effects corresponding to the object model category, and the material effects include material texture data and layer information corresponding to the material texture data;

[0153] Based on the scene material sphere, render the scene object model to be created to generate an initial scene object model; the various material effects are overlaid and displayed in the initial scene object model.

[0154] Adjust the various material effects on the initial scene object model, delete the material effects that do not match the scene object model, and generate the target scene object model.

[0155] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein determining the scene material sphere corresponding to the object model category, includes:

[0156] Obtain the basic object model corresponding to the object model category and the various material texture data corresponding to the object model category;

[0157] Based on the aforementioned basic object model, normal map data for the object model category is generated;

[0158] Based on the aforementioned multiple material texture data, multiple layers are overlaid, and the layer information corresponding to each material texture data is determined.

[0159] Based on the normal map data, the various material texture data, and the layer information corresponding to the material texture data, a scene material sphere corresponding to the object model category is generated.

[0160] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein generating normal map data for the object model category based on the underlying object model, includes:

[0161] Based on the base normals corresponding to the base object model, generate normal map data for that object model category.

[0162] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein the overlaying of multiple layers based on the multiple material texture data, includes:

[0163] Add an anchor point tool to the layer containing the material texture data to anchor at least one layer mask using the anchor point tool;

[0164] After adding a generator to each layer mask, anchor different structural layers and reference corresponding channels in the layer containing the material texture data using the anchor point tool, and then overlay multiple layers.

[0165] In one possible implementation, the instructions executed by the computer-readable storage medium, which render the scene object model to be created based on the scene material sphere to generate an initial scene object model, include:

[0166] Based on the model structure of the scene object model to be created, the scene object model to be created is disassembled to obtain the disassembled scene object model;

[0167] Determine the texture maps of various materials in the scene material sphere;

[0168] Using texture space mapping, the scene object model to be created is rendered based on the various material texture maps and the various material texture data to generate an initial scene object model; the texture space mapping renders the scene object model to be created by mapping the coordinates between the material texture maps and the scene object model to be created.

[0169] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein deleting material effects from the plurality of material effects that do not match the scene object model, includes:

[0170] Identify the material effects that do not match the scene object model and the corresponding layer for each mismatched material effect;

[0171] Update the layer corresponding to the mismatched material effect to a hidden state, and delete the material effects that do not match the scene object model from the multiple material effects.

[0172] In one possible implementation, the scene object model to be created is a scene element in the game scene, displayed in a fixed position in the game scene, and does not move with the player's operation.

[0173] In one possible implementation, the material texture data includes at least one of the following:

[0174] Texture detail data, texture data, texture roughness data, and texture color data.

[0175] By using the above method, a corresponding scene material ball is pre-made for each object model category. The scene material ball contains multiple material texture data for rendering the same object model category. When creating the scene object model to be created, the corresponding scene material ball is directly used for rendering. Incompatible effects among the multiple material effects are deleted according to the rendering requirements to generate the target scene object model. This can reduce the tedious steps and time required for object model creation and improve the efficiency of scene object model creation. At the same time, scene object models under the same object model category are all rendered and generated by the same scene material ball, which can also unify the effect of scene object model creation and improve the presentation effect of game scenes.

[0176] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0177] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0178] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0179] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0180] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0181] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for creating a scene model, characterized in that, The manufacturing method includes: Determine the scene object model to be created in the game scene and the object model category corresponding to the scene object model to be created; Determine the scene material sphere corresponding to the object model category; the scene material sphere contains multiple material effects corresponding to the object model category; the material effects include material texture data and layer information corresponding to the material texture data; Based on the scene material sphere, render the scene object model to be created to generate an initial scene object model; the various material effects are overlaid and displayed in the initial scene object model. Adjust the various material effects on the initial scene object model, identify the material effects that do not match the scene object model and the layer corresponding to each mismatched material effect; update the layer corresponding to the mismatched material effect to a hidden state, delete the material effects that do not match the scene object model from the various material effects, and generate the target scene object model.

2. The manufacturing method according to claim 1, characterized in that, Determining the scene material sphere corresponding to the object model category includes: Obtain the basic object model corresponding to the object model category and the various material texture data corresponding to the object model category; Based on the aforementioned basic object model, normal map data for the object model category is generated; Based on the aforementioned multiple material texture data, multiple layers are overlaid, and the layer information corresponding to each material texture data is determined. Based on the normal map data, the various material texture data, and the layer information corresponding to the material texture data, a scene material sphere corresponding to the object model category is generated.

3. The manufacturing method according to claim 2, characterized in that, The step of generating normal map data for the object model category based on the base object model includes: Based on the base normals corresponding to the base object model, generate normal map data for that object model category.

4. The manufacturing method according to claim 2, characterized in that, The process of overlaying multiple layers based on the various material texture data includes: Add an anchor point tool to the layer containing the material texture data to anchor at least one layer mask using the anchor point tool; After adding a generator to each layer mask, anchor different structural layers and reference corresponding channels in the layer containing the material texture data using the anchor point tool, and then overlay multiple layers.

5. The manufacturing method according to claim 2, characterized in that, Based on the scene material sphere, render the scene object model to be created to generate an initial scene object model, including: Based on the model structure of the scene object model to be created, the scene object model to be created is disassembled to obtain the disassembled scene object model; Determine the texture maps of various materials in the scene material sphere; Using texture space mapping, the scene object model to be created is rendered based on the various material texture maps and the various material texture data to generate an initial scene object model; the texture space mapping renders the scene object model to be created by mapping the coordinates between the material texture maps and the scene object model to be created.

6. The manufacturing method according to claim 1, characterized in that, The scene object model to be created is a scene element in the game scene, displayed in a fixed position in the game scene, and does not move with the player's operation.

7. The manufacturing method according to claim 1, characterized in that, The material texture data includes at least one of the following: Texture detail data, texture data, texture roughness data, and texture color data.

8. A device for creating a scene model, characterized in that, The manufacturing apparatus includes: The category determination module is used to determine the scene object model to be created in the game scene and the object model category corresponding to the scene object model to be created. The material ball determination module is used to determine the scene material ball corresponding to the object model category; the scene material ball contains multiple material effects corresponding to the object model category; the material effects include material texture data and layer information corresponding to the material texture data. The initial model generation module is used to render the scene object model to be created based on the scene material sphere, and generate an initial scene object model; the initial scene object model displays the various material effects overlaid on it; The target model generation module is used to adjust the various material effects on the initial scene object model, determine the material effects that do not match the scene object model and the layer corresponding to each mismatched material effect; update the layer corresponding to the mismatched material effect to a hidden state, delete the material effects that do not match the scene object model from the various material effects, and generate the target scene object model.

9. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the method for creating a scene model as described in any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which, when executed by a processor, performs the method for creating a scene model as described in any one of claims 1 to 7.

Citation Information

Patent Citations

  • Game model rendering method and device, computer equipment and readable storage medium

    CN115837164A

  • Game scene rendering method and device, equipment and storage medium

    CN116236778A