Special effect map generation method and device, electronic equipment and storage medium

By using the 3D graphics software Houdini to perform dynamic simulation and procedural processing on special effects units, seamless and continuous special effects textures are generated, solving the problems of low efficiency and insufficient simulation capabilities of 2D tools, and realizing efficient generation of complex dynamic special effects.

CN121962334APending Publication Date: 2026-05-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2025-12-08
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Existing 2D image software is inefficient and struggles to simulate real physical properties and dynamic evolution patterns when generating complex dynamic textures, thus failing to meet the application requirements of complex dynamic effects.

Method used

The 3D graphics software Houdini is used to perform dynamic simulation of the special effects units, generating special effects units with dynamic effects. Through procedural operations such as boundary value transformation, deletion, copying and clipping, special effects maps that can be continuously tiled along the tiling direction are generated.

Benefits of technology

It achieves seamless and continuous special effects texture generation, improves production efficiency, accurately reproduces the real motion laws of dynamic special effects, and meets the needs of complex dynamic special effects.

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Abstract

The invention provides a special effect map generation method and apparatus, an electronic device and a storage medium. The method comprises the steps of obtaining a plurality of special effect units; determining a tiling direction of a to-be-generated special effect map, and converting a boundary value of the special effect unit in the tiling direction into a preset interval; based on the boundary values of the special effect units in the preset interval, deleting part of the special effect units from the plurality of special effect units to obtain a first special effect set; generating two groups of copy sets corresponding to the first special effect set, and translating the copy sets for the same distance in opposite directions along the tiling direction, so that each group of copy sets and the first special effect set form a partially overlapped region in the tiling direction; cutting lines are arranged in the overlapped areas of all the parts, the multiple special effect units with the boundary values located between the cutting lines are determined as a target special effect set, the target special effect set is rendered, and a special effect map capable of being continuously tiled in the tiling direction is generated. According to the mode, the making efficiency of the special effect chartlet can be improved, and the requirements of complex dynamic special effects can be met.
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Description

Technical Field

[0001] This invention relates to the field of image technology, and in particular to a method, apparatus, electronic device, and storage medium for generating special effects textures. Background Technology

[0002] In related technologies, the creation of tileable continuous textures relies on 2D texture creation software such as Photoshop and Substance Designer to manually repair seams or generate them procedurally. However, manually repairing seams requires a lot of time for fine-tuning, which is inefficient. While procedural generation can improve efficiency, it is mostly applicable to static scenes with similar textures such as bricks and stones. For special effects textures with dynamic shapes and irregular motion characteristics, such as particle eruptions, fluid flow, and smoke diffusion, 2D tools cannot simulate their real physical properties and dynamic evolution laws, making it difficult to meet the application requirements of complex dynamic special effects. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a method, apparatus, electronic device and storage medium for generating special effects textures, so as to improve the production efficiency of special effects textures and meet the needs of complex dynamic special effects.

[0004] In a first aspect, embodiments of the present invention provide a method for generating special effects textures. The method includes: acquiring multiple special effects units; wherein each special effects unit has corresponding dynamic data; determining the tiling direction of the special effects texture to be generated, and converting the boundary values ​​of the special effects units in the tiling direction to a preset range; based on the boundary values ​​of the special effects units in the preset range, deleting some special effects units from the multiple special effects units to obtain a first special effects set; generating two sets of copy sets corresponding to the first special effects set, and translating the copy sets by the same distance along the tiling direction, so that each set of copy sets and the first special effects set form a partially overlapping area in the tiling direction; wherein the translation directions of each set of copy sets are opposite; setting clipping lines in each partially overlapping area, determining multiple special effects units whose boundary values ​​are located between the clipping lines as a target special effects set, rendering the target special effects set, and generating a special effects texture that can be continuously tiled along the tiling direction; wherein the clipping lines are perpendicular to the straight line where the tiling direction is located.

[0005] Secondly, embodiments of the present invention also provide a special effects texture generation apparatus, the apparatus comprising: a first acquisition module, configured to acquire multiple special effects units; wherein, the special effects units have corresponding dynamic data; a first conversion module, configured to determine the tiling direction of the special effects texture to be generated, and convert the boundary values ​​of the special effects units in the tiling direction to a preset range; a first deletion module, configured to delete some special effects units from the multiple special effects units based on the boundary values ​​of the special effects units in the preset range, to obtain a first special effects set; a first translation module, configured to generate two sets of copy sets corresponding to the first special effects set, and translate the copy sets by the same distance along the tiling direction, so that each set of copy sets and the first special effects set form a partially overlapping area in the tiling direction; wherein, the translation directions of each set of copy sets are opposite; and a first determination module, configured to set clipping lines in each partially overlapping area, determine multiple special effects units whose boundary values ​​are located between the clipping lines as a target special effects set, render the target special effects set, and generate a special effects texture that can be continuously tiled along the tiling direction; wherein, the clipping lines are perpendicular to the straight line in the tiling direction.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned method for generating special effects textures.

[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned method for generating special effects textures.

[0008] The embodiments of the present invention bring the following beneficial effects: This invention provides a method, apparatus, electronic device, and storage medium for generating special effects textures. The method includes: acquiring multiple special effects units; wherein each special effects unit has corresponding dynamic data; determining the tiling direction of the special effects texture to be generated, and converting the boundary values ​​of the special effects units in the tiling direction to a preset range; based on the boundary values ​​of the special effects units in the preset range, deleting some special effects units from the multiple special effects units to obtain a first special effects set; generating two sets of copy sets corresponding to the first special effects set, and translating the copy sets by the same distance along the tiling direction so that each set of copy sets and the first special effects set form a partially overlapping area in the tiling direction; wherein the translation directions of each set of copy sets are opposite; setting clipping lines in each partially overlapping area, determining multiple special effects units whose boundary values ​​are located between the clipping lines as a target special effects set, rendering the target special effects set, and generating a special effects texture that can be continuously tiled along the tiling direction; wherein the clipping lines are perpendicular to the straight line containing the tiling direction.

[0009] This method first transforms the boundary values ​​of dynamic effect units in the tiling direction to a preset range. Then, based on the boundary values ​​of the effect units within the preset range, some effect units are deleted to obtain a first effect set. Subsequently, two sets of duplicate sets corresponding to the first effect set are generated. By translating the two sets of duplicate sets in opposite directions along the tiling direction by the same distance, each set of duplicate sets forms a partial overlap with the first effect set in the tiling direction. Finally, the target effect set is obtained by trimming within each partially overlapping area. By rendering the target effect set, a continuously tilable effect texture is obtained. This method can use 3D graphics software to programmatically process dynamic effect units, enabling the edge features of the target effect set to perfectly match in the tiling direction. It eliminates the need for manual seam repair in post-processing, directly generating a seamless and continuous effect texture. At the same time, relying on the dynamic data inherent in the effect units, it can accurately reproduce the real motion patterns of dynamic effects, improving the production efficiency of effect textures and meeting the needs of complex dynamic effects.

[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a method for generating special effects textures according to an embodiment of the present invention; Figure 2 This is a schematic diagram showing the position of the cutting line according to an embodiment of the present invention; Figure 3 This is a schematic diagram of color distribution within a preset range provided by an embodiment of the present invention; Figure 4 A schematic diagram of a special effects texture generation device provided in an embodiment of the present invention; Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0014] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0015] Tiled continuous textures refer to texture types where the seams are seamless and the visual continuity is achieved when the textures are tiled. In related technologies, the creation of tilable continuous textures relies on 2D texture creation software such as Photoshop and Substance Designer, either through manual seam repair or procedural generation. Manual seam repair requires a significant amount of time for fine-tuning, resulting in low efficiency. Procedural generation is mostly suitable for static scenes with similar textures, such as bricks and stones, and is achieved through either manual seam repair or procedural generation. However, manual repair requires extensive fine-tuning, which is inefficient; while procedural generation improves efficiency, it is only applicable to static scenes with similar textures like bricks and stones. For special effects textures with dynamic shapes and irregular motion characteristics, such as water flow, fireworks, and explosions, 2D tools lack the ability to perform multi-round physical iteration calculations, making it impossible to reproduce their true physical form and meet the application requirements of complex dynamic special effects.

[0016] Based on this, embodiments of the present invention provide a method, apparatus, electronic device, and storage medium for generating special effects textures. This technology can be applied to generate tiling continuous textures with dynamic shapes or irregular motion characteristics, such as particle eruptions, fluid flow, and smoke diffusion.

[0017] To facilitate understanding of this embodiment, a method for generating special effects textures disclosed in this invention will first be described in detail, such as... Figure 1 As shown, this method includes the following steps: Step S102: Obtain multiple special effects units; wherein, each special effects unit has corresponding dynamic data.

[0018] Specifically, the aforementioned special effects units can be selected from three-dimensional space, such as particle units used to simulate dynamic effects like flowing water and fireworks, and dynamic volume units used to simulate volumetric forms like flowing smoke and fog. The aforementioned dynamic data can be obtained by dynamic calculation of the special effects units in 3D graphics software, accurately representing the motion state of the special effects units themselves.

[0019] For example, for a particle unit, its dynamic data may include motion velocity, acceleration, rotational angular velocity, etc.; for a volume unit, its dynamic data may include spatial density distribution, diffusion velocity, etc.

[0020] In practice, 3D graphics software such as Houdini can be used to perform dynamic simulations on the special effects units, generate multiple special effects units with dynamic effects, and cache these special effects units for subsequent steps to call.

[0021] Step S104: Determine the tiling direction of the effect map to be generated, and convert the boundary values ​​of the effect unit in the tiling direction to a preset range.

[0022] The aforementioned special effects textures are tileable and continuous. Specifically, the tiling direction of the tileable and continuous special effects texture to be generated must first be determined. For example, the tiling direction can be either horizontal or vertical, or both horizontal and vertical directions can be selected simultaneously, thus achieving bidirectional tiling.

[0023] The boundary value of an effect unit in the tiling direction can be understood as: the value corresponding to the spatial range boundary of the effect unit in the determined tiling direction. For example, if the tiling direction is horizontal, the boundary value is the value of the leftmost and rightmost position of the effect unit in the horizontal direction; if the tiling direction is vertical, the boundary value is the value of the topmost and bottommost position of the effect unit in the vertical direction.

[0024] Transforming the aforementioned boundary values ​​to a preset range is to unify the spatial range benchmark of all effect units in the tiling direction. Specifically, this can be achieved by normalizing the length of all effect units along the tiling direction to 1, facilitating subsequent filtering and tiling adaptation. This preset range can be common ranges such as [0,1] or [-0.5,0.5]; preferably, it can be a range with the midpoint of the range as the center of symmetry, such as [-0.5,0.5], as this type of range is more conducive to the precise execution of subsequent symmetrical copying and translation operations.

[0025] Step S106: Based on the boundary values ​​of the special effects units within the preset range, delete some special effects units from multiple special effects units to obtain the first special effects set.

[0026] Specifically, special effects units can be categorized based on their boundary values ​​within a preset range. The specific categorization method is as follows: the preset range is divided into a first edge sub-range including the endpoint of the first range, a second edge sub-range including the endpoint of the second range, and a non-edge sub-range not including the endpoints of the ranges; wherein, the endpoint of the first range is smaller than the endpoint of the second range, and finally, based on the boundary values ​​of the special effects units within the preset range, all special effects units are divided into the above three categories.

[0027] After classification, effect units with boundary values ​​located in the first and second edge sub-intervals can be partially deleted according to preset deletion rules. This deletion operation ensures that the final first effect set meets the following distribution requirements: for effect units with boundary values ​​located in the first edge sub-interval, the closer they are to the endpoint of the first interval, the lower their distribution density; for effect units with boundary values ​​located in the second edge sub-interval, the closer they are to the endpoint of the second interval, the lower their distribution density.

[0028] Furthermore, to make the distribution of effect units in the first effect set more random, a noise parameter can be pre-set before classifying the effect units. Based on this noise parameter, effect units located within a preset range are offset, and then the above classification and deletion operations are completed based on the boundary values ​​corresponding to the offset effect units. By randomly offsetting the effect units using the noise parameter and then deleting some effect units according to the preset deletion rules, the transition of the subsequently generated effect textures at the tiled joints can be more natural, avoiding obvious seam marks.

[0029] Step S108: Generate two sets of duplicate sets corresponding to the first set of special effects, and translate the duplicate sets by the same distance along the tiling direction so that each set of duplicate sets and the first set of special effects form a partially overlapping area in the tiling direction; wherein, the translation directions of each set of duplicate sets are opposite.

[0030] The aforementioned copy sets can be obtained by completely copying the first effect set, and each copy set contains at least one complete first effect set. During the translation operation, the two copy sets need to be translated by the same distance in opposite directions along the preset tiling direction to ensure that each copy set can form a partial overlap with the first effect set in the tiling direction.

[0031] For example, taking the tiling direction as vertical and the preset interval of the boundary value Y of the effect unit in the first effect set in the vertical direction as [-0.5, 0.5], the copying and translation process is explained as follows: First, the first effect set is copied twice to obtain a first copied set and a second copied set; then, the first copied set is translated upwards by 0.8 units from its original position, and the second copied set is translated downwards by 0.8 units from its original position. After translation, the boundary interval corresponding to the first copied set is [0.3, 1.3], forming a 0.2-unit overlap with the top of the first effect set in the vertical direction, and the interval corresponding to this overlap in the vertical direction is [0.3, 0.5]; the boundary interval corresponding to the second copied set is [-1.3, -0.3], forming a 0.2-unit overlap with the tail of the first effect set in the vertical direction, and the interval corresponding to this overlap in the vertical direction is [-0.5, -0.3].

[0032] Step S110: Set clipping lines in the overlapping areas of each part, determine multiple effect units with boundary values ​​located between the clipping lines as the target effect set, render the target effect set, and generate an effect texture that can be continuously tiled along the tiling direction; wherein, the clipping lines are perpendicular to the straight line where the tiling direction is located.

[0033] The aforementioned cut lines need to be set in each overlapping area, and the cut lines are perpendicular to the tiling direction. Through these cut lines, effect units with boundary values ​​located between two cut lines can be filtered out and identified as the target effect set.

[0034] To further illustrate with the previous example: the vertical overlap between the first copy set and the first effect set is within the tiling direction range of [0.3, 0.5], and the vertical overlap between the second copy set and the first effect set is within the tiling direction range of [-0.5, -0.3]. Clipping lines can be set at any position within these two ranges, such as... Figure 2 As shown, taking the special effects unit as the particle unit as an example, clipping lines can be set at boundary values ​​Y of 0.4 and -0.4 respectively. After clipping the overlapping area through the clipping lines, multiple special effects units with boundary values ​​Y between [-0.4, 0.4] in the vertical direction are determined as the target special effects set.

[0035] In this method, two sets of reverse-translated copy sets are generated along the tiling direction, so that both sets of copy sets partially overlap with the first effect set. Within this partially overlapping area, a clipping line perpendicular to the tiling direction is set, and effect units whose boundary values ​​are located between the clipping lines are selected as target sets. This allows the beginning and end edges of the target effect set to form a complementary matching structure with the corresponding edges of the other target effect set, thereby achieving seamless connection.

[0036] Furthermore, after obtaining the target set of special effects, the visual effects can be controlled by adjusting rendering parameters such as materials and lighting, and rendering output can be performed in combination with dynamic data to finally generate special effects textures that can be continuously tiled along the tiling direction.

[0037] Based on the seamless connection of the target effect set in the tiling direction, the distribution structure of the target effect set is synchronously rendered to the corresponding output channel during subsequent rendering, so that the rendering result can also achieve seamless connection at the pixel level.

[0038] The above-mentioned method for generating special effects textures involves: acquiring multiple special effects units, each with corresponding dynamic data; determining the tiling direction of the special effects texture to be generated; converting the boundary values ​​of the special effects units in the tiling direction to a preset range; based on the boundary values ​​of the special effects units in the preset range, deleting some special effects units from the multiple special effects units to obtain a first special effects set; generating two sets of duplicate sets corresponding to the first special effects set; translating the duplicate sets by the same distance along the tiling direction so that each set of duplicate sets and the first special effects set form a partially overlapping area in the tiling direction; wherein the translation directions of each set of duplicate sets are opposite; setting clipping lines in each partially overlapping area; determining multiple special effects units whose boundary values ​​are located between the clipping lines as the target special effects set; rendering the target special effects set to generate a special effects texture that can be continuously tiled along the tiling direction; wherein the clipping lines are perpendicular to the straight line containing the tiling direction.

[0039] This method first transforms the boundary values ​​of dynamic effect units in the tiling direction to a preset range. Then, based on the boundary values ​​of the effect units within the preset range, some effect units are deleted to obtain a first effect set. Subsequently, two sets of duplicate sets corresponding to the first effect set are generated. By translating the two sets of duplicate sets in opposite directions along the tiling direction by the same distance, each set of duplicate sets forms a partial overlap with the first effect set in the tiling direction. Finally, the target effect set is obtained by trimming within each partially overlapping area. By rendering the target effect set, a continuously tilable effect texture is obtained. This method can use 3D graphics software to programmatically process dynamic effect units, enabling the edge features of the target effect set to perfectly match in the tiling direction. It eliminates the need for manual seam repair in post-processing, directly generating a seamless and continuous effect texture. At the same time, relying on the dynamic data inherent in the effect units, it can accurately reproduce the real motion patterns of dynamic effects, improving the production efficiency of effect textures and meeting the needs of complex dynamic effects.

[0040] In related technologies, whether it's Photoshop or 2D texture creation software like Substance Designer, the essence of texture creation is processing the final pixels. These software programs can extract information such as shadows, highlights, volume, and normals from pixels. However, if the pixels themselves do not contain this information, Photoshop cannot achieve the desired effects.

[0041] While Substance Designer can generate some information through purely procedural simulation and mathematical algorithms, this is contingent on the information being derived from mathematical models and programmatic calculations. For special effects of natural forms such as fireworks and flowing water, this type of software cannot obtain accurate results through a single iteration; even if the corresponding textures are created through multiple iterations, only a basic diffuse layer can be generated. Key information such as reflection, refraction, specular highlights, and normals cannot be generated by the software itself, making it difficult to meet complex rendering requirements.

[0042] In this application, 3D graphics software such as Houdini can be used to perform dynamic simulation on the special effects units, generate multiple special effects units with dynamic effects, and cache these special effects units. During the caching stage, the dynamic special effects units are sequentially subjected to boundary value transformation in the tiling direction, deletion of some special effects units based on the boundary values ​​of the special effects units within the preset range, generation of two sets of reverse translation copy sets along the tiling direction, and clipping of some overlapping areas, etc., to obtain a target special effects set that can be seamlessly connected.

[0043] Furthermore, during the rendering phase, the target effect set is rendered by calling the dynamic data and rendering parameters of the previously stored effect units. At this stage, a corresponding repeatable tiling map is generated. Based on the seamless connection characteristic of the target effect set in the tiling direction, the distribution structure of the target effect set can be synchronously rendered to the corresponding output channel in conjunction with the rendering parameters, ultimately achieving seamless connection at the pixel level as well. Simultaneously, the rendering parameters can also be used to render and output key information such as reflection, refraction, specular highlights, and normals, effectively meeting complex rendering requirements.

[0044] In one approach, a first boundary interval containing multiple special effects units in the tiling direction is obtained; the first boundary interval is scaled so that the boundary values ​​of the special effects units in the first boundary interval in the tiling direction are mapped to a preset interval.

[0045] The aforementioned first boundary interval refers to the interval formed by the boundary values ​​of the aforementioned multiple special effects units in the tiling direction.

[0046] In practice, the above operations can be accomplished using Houdini software: First, create a Bounding Box node in the node editor and connect it to the node that carries the effect unit. The Bounding Box node will automatically calculate and extract the first boundary interval corresponding to these effect units in the tiling direction. Then, perform linear scaling calculation on the first boundary interval based on the range of the preset interval, and map the interval endpoints in the first boundary interval to the interval endpoints of the preset interval proportionally. This allows the boundary values ​​of the effect units in the first boundary interval in the tiling direction to be mapped to the preset interval. At the same time, the boundary values ​​of the effect units in other directions are scaled synchronously according to the same proportion, thereby unifying the spatial reference of all effect units.

[0047] The following embodiments provide a specific implementation method for obtaining the first set of special effects.

[0048] Here, the endpoints of the preset interval include: the first interval endpoint and the second interval breakpoint; the first interval endpoint is smaller than the second interval breakpoint; the preset interval includes a first edge sub-interval containing the first interval endpoint and a second edge sub-interval containing the second interval endpoint; in the first effect set, the effect unit with boundary value located in the first edge sub-interval has a smaller distribution density the closer it is to the first interval endpoint; in the first effect set, the effect unit with boundary value located in the second edge sub-interval has a smaller distribution density the closer it is to the second interval endpoint.

[0049] The first and second edge sub-intervals can be flexibly set according to actual needs. The lengths of the first and second edge sub-intervals can be the same or different. Preferably, the length of the edge sub-interval can be 20% of the preset interval length. For example, when the preset interval is [-0.5, 0.5], the endpoint of the first interval is -0.5, and the endpoint of the second interval is 0.5, then the first edge sub-interval can be [-0.5, -0.3]; the second edge sub-interval can be [0.3, 0.5].

[0050] In other words, the distribution density of special effects units in the first set of special effects decreases at both ends of the preset interval. By controlling the distribution pattern of special effects units in the edge sub-intervals, obvious seams can be avoided in the edge areas during subsequent tiling and splicing due to excessively dense special effects units.

[0051] Specifically, the first set of special effects can be obtained in the following way: Based on preset noise parameters, the special effects units located within the preset range are offset; based on preset deletion rules, some special effects units are deleted from the offset special effects units to obtain the first set of special effects.

[0052] The aforementioned noise parameters are used to perform random offset processing on the special effects units within the preset range, causing the boundary values ​​of the special effects units in the tiling direction to shift randomly, thereby making the distribution of the special effects units in the tiling direction more random.

[0053] The aforementioned preset deletion rules are used to achieve a uniform transition in the distribution density of effect units in the first set of effects. Specifically, the preset deletion rules can take various forms, such as using a uniform color gradient to delete effect units carrying a specific color, or adjusting the retention ratio of effect units through a density curve to achieve uniform distribution.

[0054] By performing the above two steps, firstly by using noise parameters to make the boundary values ​​and distribution of effect units more random, and then by filtering effect units through preset deletion rules, the effect maps generated later can achieve a more natural transition at the tiled splicing points, effectively avoiding obvious seam marks.

[0055] In one implementation, the special effects unit includes particle units. In this case, a deletion operation can be performed by color gradient matching to obtain a first set of special effects: obtain the boundary values ​​of multiple particle units after offset processing in the tiling direction; map the boundary values ​​of multiple particle units to a preset color gradient region, so that the color of the particle unit matches the color in the color gradient region to which the boundary value of the particle unit is mapped; wherein, the color gradient region includes a first color, a second color, and a gradient color between the first color and the second color; delete the particle unit corresponding to the first color to obtain the first set of special effects.

[0056] Here, the boundary values ​​of multiple particle units after offset processing in the tiling direction can be obtained first, and then a color gradient area can be set. This color gradient area includes a first color, a second color, and a gradient color between the first color and the second color, such as red, green, and a gradient color that transitions from red to green.

[0057] Then, the boundary values ​​of each particle unit are mapped to the color gradient region, so that the color of the particle unit matches the color in the color gradient region to which the boundary value of the particle unit is mapped. Finally, the first set of special effects is obtained by deleting the particle unit corresponding to the first color.

[0058] Specifically, a color gradient region is set; the color gradient region includes: a first color region that gradients from the first color to the second color, a second color region where the second color is located, and a third color region that gradients from the second color to the first color; the first edge sub-interval is mapped to the first color region, the second edge sub-interval is mapped to the third color region, and the intervals outside the first and second edge sub-intervals in the preset interval are mapped to the second color region.

[0059] When setting a color gradient area, the color gradient area includes three parts: the first color area that gradients from the first color to the second color, the second color area where the second color is located, and the third color area that gradients from the second color to the first color.

[0060] Then, perform the mapping between boundary values ​​and color regions: Map the first edge sub-interval to the first color region, map the second edge sub-interval to the third color region, and map the intervals in the preset interval other than the first and second edge sub-intervals to the second color region.

[0061] Taking the tiling direction as the vertical direction and upward as the positive direction as an example, the color distribution in this vertical direction is as follows: Figure 3 As shown, since the endpoint of the first edge sub-interval is smaller than the endpoint of the second edge sub-interval, the endpoint of the first edge sub-interval is located in the tail region of the preset interval, and the second edge sub-interval is located in the top region of the preset interval. The corresponding color distribution pattern is as follows: within the first edge sub-interval, as the boundary value increases, the color gradually changes from the first color to the second color; within the second edge sub-interval, as the boundary value increases, the color gradually changes from the second color to the first color. The color in the intervals of the preset interval other than the first and second edge sub-intervals is the second color.

[0062] Finally, the color of the particle unit is kept consistent with the color corresponding to its boundary value. By deleting the particle unit corresponding to the first color, a first feature set is obtained in which the particle unit distribution density decreases at both ends of the preset interval.

[0063] In addition to particle units, effect units may also include volume units. When an effect unit is a volume unit, a deletion operation can be performed by density curve matching to obtain a first effect set. Specifically, this involves: obtaining the boundary values ​​of multiple volume units in the tiling direction after offset processing; establishing a mapping relationship between the boundary values ​​of multiple volume units and a preset density curve; wherein the mapping relationship includes: in the first edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value increases from a specified density value to a first density value; in the second edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value decreases from a second density value to a specified density value; updating the specified density value to zero to obtain the first effect set.

[0064] In this method, the boundary values ​​of multiple particle units after offset processing in the tiling direction are first obtained. Then, a preset density curve is called to establish a one-to-one mapping relationship between the boundary values ​​of each volume unit and the density curve: in the first edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value increases from a specified density value to a first density value; in the second edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value decreases from a second density value to a specified density value. Finally, the specified density value in the mapping relationship is updated to zero. At this time, volume units with zero density are automatically filtered and deleted, ultimately resulting in the first effect set where the volume unit distribution density decreases at both ends of the preset interval.

[0065] In one approach, the center of each overlapping region in the tiling direction is determined; a cut line is set at each region center to cut off the partially overlapping region, and multiple effect units with boundary values ​​located between the cut lines are determined as the target effect set.

[0066] In other words, a clipping line can be set at the center of each region to clip overlapping areas, and multiple effect units with boundary values ​​between the clipping lines can be identified as the target effect set.

[0067] To ensure that the beginning and end edges of a target effect set can form a complementary matching structure with the corresponding edges of another target effect set, the edge matching effect needs to be verified after the target effect set is determined. The specific verification method is as follows: copy the generated target effect set, align the tail of the copied target effect set with the head of the original target effect set along the tiling direction, and observe the continuity of the effect unit distribution and the uniformity of the density transition at the splicing point to determine whether the beginning and end edges meet the complementary matching requirements.

[0068] After confirming that the complementary matching requirements are met, the target effect set is rendered. Specifically, the rendering parameters corresponding to the effect unit are obtained. The rendering parameters include multiple parameters such as camera parameters, material property parameters, light parameters, and channel output parameters. Based on the rendering parameters and dynamic data, the rendering operation is performed on the effect units in the target effect set to generate effect textures that can be continuously tiled along the tiling direction.

[0069] The rendering parameters mentioned above include several of the following: camera parameters, material property parameters, lighting parameters, and channel output parameters. Camera parameters control the rendering perspective and image effects, such as camera type, shooting angle, focal length, and clipping range. Material property parameters define the surface characteristics of special effects units, such as material type and reflectivity. Lighting parameters adjust the lighting effects of the rendered scene, such as light intensity and light direction. Channel output parameters control the output format of the rendering result, involving output channel types such as diffuse channel, normal channel, specular channel, and depth channel.

[0070] Here, rendering parameters can control core rendering elements such as imaging, materials, lighting, and output format. Combined with the dynamic data of the effects unit, the motion characteristics of the effects unit can be restored, so that the rendered effects texture retains the dynamic texture of the effects themselves. Due to the edge complementary matching characteristics of the target effects set, it can be spliced ​​without gaps along the preset tiling direction to achieve a continuous tiling visual effect.

[0071] It should be noted that during the rendering stage, if the final result requires generating a liquid mesh and converting it to volume or VDB format, slight edge connection issues may arise due to chamfering and smoothing of model edges, or the gradual thinning of volume edge density. Therefore, in this scenario, it is necessary to first perform a vertical copy operation on the target effect set along the tiling direction, then perform mesh generation or volume conversion, and finally rely on orthographic camera rendering and clipping to obtain a final rendering result with correct edge connections.

[0072] In this solution, 3D graphics software such as Houdini can be used to perform dynamic simulation on the special effects units, generate multiple special effects units with dynamic effects, and cache these special effects units. During the caching stage, the dynamic special effects units are sequentially subjected to boundary value transformation in the tiling direction, deletion of some special effects units based on the boundary values ​​of the special effects units within the preset range, generation of two sets of reverse translation copy sets along the tiling direction, and clipping of some overlapping areas, etc., to finally obtain a target special effects set that can be seamlessly connected.

[0073] The caching stage is the stage with the most complete information and data. The target effect set that can be seamlessly connected is obtained in the caching stage. During rendering, the distribution structure of the target effect set can be synchronously rendered to the corresponding output channel in combination with the rendering parameters, so that the rendering result can also achieve seamless connection at the pixel level.

[0074] This method not only ensures that the effect information of a single frame is preserved, but also that the information of the entire dynamic sequence is preserved. In other words, if you want to generate sequence maps commonly used in games, such as 8*8 or 16*16, each frame in the map will carry complete data information, and each frame can be used independently.

[0075] The core advantage of this solution lies in its ability to effectively address the inherent drawbacks of traditional texture mapping methods when dealing with large-scale special effects scenes such as giant monsters emerging from the water. Traditional methods essentially employ two approaches: one is to use a single high-precision texture, simulating dynamic effects through UV offset and perturbation, but this method produces stiff and unnatural animation; the other is to use sequential textures to create dynamic effects, which, while resulting in more natural animation, significantly reduces texture precision. This solution, however, can break down a large texture into several smaller textures, which can then be seamlessly combined to create special effects that combine large-scale specifications with naturally solved dynamics.

[0076] Furthermore, during the rendering phase, the system invokes previously stored dynamic data of special effects units and various rendering parameters to perform rendering operations on the target set of special effects, generating corresponding repeatable tiled textures. Simultaneously, the rendering parameters also enable the output of key information such as reflection, refraction, specular highlights, and normals, effectively meeting complex rendering needs. This contrasts sharply with the limitations of existing 2D software in outputting multiple key rendering channels, fully satisfying the comprehensive requirements for various rendering information.

[0077] After rendering is complete, the results from various rendering channels can be split, merged, and optimized during the compositing output stage. Through this series of operations, the final output texture can achieve optimal resource consumption while ensuring visual effects, balancing rendering quality and game performance.

[0078] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 4 The diagram shows a special effects texture generation device, which includes: The first acquisition module 402 is used to acquire multiple special effects units; wherein, the special effects unit has corresponding dynamic data; The first conversion module 404 is used to determine the tiling direction of the special effects map to be generated and convert the boundary values ​​of the special effects unit in the tiling direction to a preset range. The first deletion module 406 is used to delete some special effect units from multiple special effect units based on the boundary values ​​of the special effect units within a preset range, so as to obtain a first set of special effects. The first translation module 408 is used to generate two sets of duplicate sets corresponding to the first special effects set, and translates the duplicate sets by the same distance along the tiling direction so that each set of duplicate sets and the first special effects set form a partially overlapping area in the tiling direction; wherein, the translation directions of each set of duplicate sets are opposite. The first determining module 410 is used to set clipping lines in the overlapping areas of each part, determine multiple effect units with boundary values ​​located between the clipping lines as the target effect set, render the target effect set, and generate an effect texture that can be continuously tiled along the tiling direction; wherein, the clipping lines are perpendicular to the straight line where the tiling direction is located.

[0079] This method first transforms the boundary values ​​of dynamic effect units in the tiling direction to a preset range. Then, based on the boundary values ​​of the effect units within the preset range, some effect units are deleted to obtain a first effect set. Subsequently, two sets of duplicate sets corresponding to the first effect set are generated. By translating the two sets of duplicate sets in opposite directions along the tiling direction by the same distance, each set of duplicate sets forms a partial overlap with the first effect set in the tiling direction. Finally, the target effect set is obtained by trimming within each partially overlapping area. By rendering the target effect set, a continuously tilable effect texture is obtained. This method can use 3D graphics software to programmatically process dynamic effect units, enabling the edge features of the target effect set to perfectly match in the tiling direction. It eliminates the need for manual seam repair in post-processing, directly generating a seamless and continuous effect texture. At the same time, relying on the dynamic data inherent in the effect units, it can accurately reproduce the real motion patterns of dynamic effects, improving the production efficiency of effect textures and meeting the needs of complex dynamic effects.

[0080] The first conversion module is used to obtain the first boundary interval where multiple special effects units are located in the tiling direction; and to perform a scaling operation on the first boundary interval so that the boundary values ​​of the special effects units in the first boundary interval in the tiling direction are mapped to the preset interval.

[0081] The endpoints of the aforementioned preset interval include: a first interval endpoint and a second interval breakpoint; the first interval endpoint is smaller than the second interval breakpoint; the preset interval includes a first edge sub-interval containing the first interval endpoint and a second edge sub-interval containing the second interval endpoint; in the aforementioned first set of special effects, the closer the boundary value of the special effect unit located in the first edge sub-interval is to the first interval endpoint, the lower the distribution density; in the aforementioned first set of special effects, the closer the boundary value of the special effect unit located in the second edge sub-interval is to the second interval endpoint, the lower the distribution density.

[0082] The first deletion module is used to offset the special effects units located within a preset range based on preset noise parameters; and to delete some special effects units from the offset special effects units based on preset deletion rules to obtain the first special effects set.

[0083] The aforementioned special effects unit includes: a particle unit; the aforementioned first deletion module is used to obtain the boundary values ​​of multiple particle units after offset processing in the tiling direction; map the boundary values ​​of multiple particle units to a preset color gradient region, so that the color of the particle unit matches the color in the color gradient region to which the boundary value of the particle unit is mapped; wherein, the color gradient region includes a first color, a second color, and a gradient color between the first color and the second color; delete the particle unit corresponding to the first color to obtain a first special effects set.

[0084] The aforementioned device further includes a first mapping module for setting a color gradient region; wherein the color gradient region includes: a first color region that gradients from a first color to a second color, a second color region containing the second color, and a third color region that gradients from the second color to the first color; mapping a first edge sub-interval to the first color region, mapping a second edge sub-interval to the third color region, and mapping the intervals outside the first and second edge sub-intervals in the preset interval to the second color region.

[0085] The aforementioned special effects unit includes: a volume unit; the aforementioned first deletion module is further used to obtain the boundary values ​​of multiple volume units after offset processing in the tiling direction; establish a mapping relationship between the boundary values ​​of multiple volume units and a preset density curve; wherein, the mapping relationship includes: in the first edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value increases from a specified density value to a first density value; in the second edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value decreases from a second density value to a specified density value; update the specified density value to zero to obtain the first special effects set.

[0086] The aforementioned first determining module is also used to determine the center of each overlapping area in the tiling direction; set a cut line at each area center, cut the partially overlapping area, and determine multiple effect units with boundary values ​​located between the cut lines as the target effect set.

[0087] The aforementioned first determining module is also used to obtain the rendering parameters corresponding to the special effects unit, wherein the rendering parameters include multiple of the following: camera parameters, material attribute parameters, light parameters, and channel output parameters; based on the rendering parameters and dynamic data, the rendering operation is performed on the special effects unit in the target special effects set to generate a special effects texture that can be continuously tiled along the tiling direction.

[0088] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the above-described method for generating special effects textures. This electronic device can be a server or a terminal device.

[0089] See Figure 5 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the above-described method for generating special effects textures.

[0090] Furthermore, Figure 5The illustrated electronic device also includes a bus 102 and a communication interface 103. The processor 100, communication interface 103, and memory 101 are connected via the bus 102. The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk drive. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless). The interface can use the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 can be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of illustration, Figure 5 The diagram uses only a single bidirectional arrow, but this does not imply a single bus or a single type of bus. Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0091] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations of the aforementioned special effects texture generation method: acquiring multiple special effects units; wherein, each special effects unit has corresponding dynamic data; determining the tiling direction of the special effects texture to be generated, and converting the boundary values ​​of the special effects units in the tiling direction to a preset range; based on the boundary values ​​of the special effects units in the preset range, deleting some special effects units from the multiple special effects units to obtain a first special effects set; generating two sets of copy sets corresponding to the first special effects set, and translating the copy sets by the same distance along the tiling direction, so that each set of copy sets and the first special effects set form a partially overlapping area in the tiling direction; wherein, the translation directions of each set of copy sets are opposite; setting clipping lines in each partially overlapping area, determining multiple special effects units whose boundary values ​​are located between the clipping lines as the target special effects set, rendering the target special effects set, and generating a special effects texture that can be continuously tiled along the tiling direction; wherein, the clipping lines are perpendicular to the straight line containing the tiling direction.

[0092] This method first transforms the boundary values ​​of dynamic effect units in the tiling direction to a preset range. Then, based on the boundary values ​​of the effect units within the preset range, some effect units are deleted to obtain a first effect set. Subsequently, two sets of duplicate sets corresponding to the first effect set are generated. By translating the two sets of duplicate sets in opposite directions along the tiling direction by the same distance, each set of duplicate sets forms a partial overlap with the first effect set in the tiling direction. Finally, the target effect set is obtained by trimming within each partially overlapping area. By rendering the target effect set, a continuously tilable effect texture is obtained. This method can use 3D graphics software to programmatically process dynamic effect units, enabling the edge features of the target effect set to perfectly match in the tiling direction. It eliminates the need for manual seam repair in post-processing, directly generating a seamless and continuous effect texture. At the same time, relying on the dynamic data inherent in the effect units, it can accurately reproduce the real motion patterns of dynamic effects, improving the production efficiency of effect textures and meeting the needs of complex dynamic effects.

[0093] The processor in the aforementioned electronic device can perform the following operations of the above-mentioned special effects texture generation method by executing computer-executable instructions: obtaining a first boundary interval where multiple special effects units are located in the tiling direction; scaling the first boundary interval so that the boundary values ​​of the special effects units in the first boundary interval in the tiling direction are mapped to a preset interval.

[0094] The endpoints of the aforementioned preset interval include: a first interval endpoint and a second interval breakpoint; the first interval endpoint is smaller than the second interval breakpoint; the preset interval includes a first edge sub-interval containing the first interval endpoint and a second edge sub-interval containing the second interval endpoint; in the aforementioned first set of special effects, the closer the boundary value of the special effect unit located in the first edge sub-interval is to the first interval endpoint, the lower the distribution density; in the aforementioned first set of special effects, the closer the boundary value of the special effect unit located in the second edge sub-interval is to the second interval endpoint, the lower the distribution density.

[0095] The processor in the aforementioned electronic device can execute computer-executable instructions to perform the following operations of the above-mentioned special effects texture generation method: based on preset noise parameters, offsetting the special effects units located within a preset range; based on preset deletion rules, deleting some special effects units from the offset special effects units to obtain a first special effects set.

[0096] The aforementioned special effects unit includes: particle units; the processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations of the aforementioned special effects texture generation method: obtaining the boundary values ​​of multiple particle units in the tiling direction after offset processing; mapping the boundary values ​​of multiple particle units to a preset color gradient region, so that the color of the particle unit matches the color in the color gradient region to which the boundary values ​​of the particle unit are mapped; wherein, the color gradient region includes a first color, a second color, and a gradient color between the first color and the second color; deleting the particle unit corresponding to the first color to obtain a first special effects set.

[0097] The processor in the aforementioned electronic device can execute computer-executable instructions to perform the following operations of the above-mentioned special effects texture generation method: setting a color gradient region; wherein, the color gradient region includes: a first color region that gradients from a first color to a second color, a second color region containing the second color, and a third color region that gradients from the second color to the first color; mapping a first edge sub-interval to the first color region, mapping a second edge sub-interval to the third color region, and mapping the intervals outside the first and second edge sub-intervals in the preset interval to the second color region.

[0098] The aforementioned special effects unit includes: a volume unit; the processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations of the aforementioned special effects texture generation method: obtaining the boundary values ​​of multiple volume units after offset processing in the tiling direction; establishing a mapping relationship between the boundary values ​​of multiple volume units and a preset density curve; wherein, the mapping relationship includes: in the first edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value increases from a specified density value to a first density value; in the second edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value decreases from a second density value to a specified density value; updating the specified density value to zero to obtain a first special effects set.

[0099] The processor in the aforementioned electronic device can execute computer-executable instructions to perform the following operations of the above-mentioned special effects texture generation method: determine the center of each overlapping region in the tiling direction; set a clipping line at each region center, clip the partially overlapping regions, and determine multiple special effects units with boundary values ​​located between the clipping lines as the target special effects set.

[0100] The processor in the aforementioned electronic device can execute computer-executable instructions to perform the following operations of the above-mentioned special effects texture generation method: obtain the rendering parameters corresponding to the special effects unit, wherein the rendering parameters include multiple of the following: camera parameters, material attribute parameters, light parameters, and channel output parameters; based on the rendering parameters and dynamic data, perform rendering operations on the special effects units in the target special effects set to generate a special effects texture that can be continuously tiled along the tiling direction.

[0101] This embodiment also provides a storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions cause the processor to implement the rendering method of the above model.

[0102] The computer-executable instructions stored in the aforementioned storage medium, when executed, can realize the following operations in the above-mentioned method for generating special effects maps: acquiring multiple special effects units; wherein, each special effects unit has corresponding dynamic data; determining the tiling direction of the special effects map to be generated, and converting the boundary values ​​of the special effects units in the tiling direction to a preset range; based on the boundary values ​​of the special effects units in the preset range, deleting some special effects units from the multiple special effects units to obtain a first special effects set; generating two sets of copy sets corresponding to the first special effects set, and translating the copy sets by the same distance along the tiling direction so that each set of copy sets and the first special effects set form a partially overlapping area in the tiling direction; wherein, the translation directions of each set of copy sets are opposite; setting clipping lines in each partially overlapping area, determining multiple special effects units whose boundary values ​​are located between the clipping lines as the target special effects set, rendering the target special effects set, and generating a special effects map that can be continuously tiled along the tiling direction; wherein, the clipping lines are perpendicular to the straight line containing the tiling direction.

[0103] This method first transforms the boundary values ​​of dynamic effect units in the tiling direction to a preset range. Then, based on the boundary values ​​of the effect units within the preset range, some effect units are deleted to obtain a first effect set. Subsequently, two sets of duplicate sets corresponding to the first effect set are generated. By translating the two sets of duplicate sets in opposite directions along the tiling direction by the same distance, each set of duplicate sets forms a partial overlap with the first effect set in the tiling direction. Finally, the target effect set is obtained by trimming within each partially overlapping area. By rendering the target effect set, a continuously tilable effect texture is obtained. This method can use 3D graphics software to programmatically process dynamic effect units, enabling the edge features of the target effect set to perfectly match in the tiling direction. It eliminates the need for manual seam repair in post-processing, directly generating a seamless and continuous effect texture. At the same time, relying on the dynamic data inherent in the effect units, it can accurately reproduce the real motion patterns of dynamic effects, improving the production efficiency of effect textures and meeting the needs of complex dynamic effects.

[0104] The computer-executable instructions stored in the aforementioned storage medium can be executed to perform the following operations in the aforementioned method for generating special effects maps: obtaining a first boundary interval where multiple special effects units are located in the tiling direction; scaling the first boundary interval so that the boundary values ​​of the special effects units in the first boundary interval in the tiling direction are mapped to a preset interval.

[0105] The endpoints of the aforementioned preset interval include: a first interval endpoint and a second interval breakpoint; the first interval endpoint is smaller than the second interval breakpoint; the preset interval includes a first edge sub-interval containing the first interval endpoint and a second edge sub-interval containing the second interval endpoint; in the aforementioned first set of special effects, the closer the boundary value of the special effect unit located in the first edge sub-interval is to the first interval endpoint, the lower the distribution density; in the aforementioned first set of special effects, the closer the boundary value of the special effect unit located in the second edge sub-interval is to the second interval endpoint, the lower the distribution density.

[0106] The computer-executable instructions stored in the aforementioned storage medium can be executed to perform the following operations in the above-mentioned method for generating special effects textures: offsetting special effects units located within a preset range based on preset noise parameters; deleting some special effects units from the offset special effects units based on preset deletion rules to obtain a first set of special effects.

[0107] The aforementioned special effects unit includes: particle units; the processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations of the aforementioned special effects texture generation method: obtaining the boundary values ​​of multiple particle units in the tiling direction after offset processing; mapping the boundary values ​​of multiple particle units to a preset color gradient region, so that the color of the particle unit matches the color in the color gradient region to which the boundary values ​​of the particle unit are mapped; wherein, the color gradient region includes a first color, a second color, and a gradient color between the first color and the second color; deleting the particle unit corresponding to the first color to obtain a first special effects set.

[0108] The computer-executable instructions stored in the aforementioned storage medium can be executed to perform the following operations in the above-mentioned method for generating special effects textures: setting a color gradient region; wherein, the color gradient region includes: a first color region that gradients from a first color to a second color, a second color region containing the second color, and a third color region that gradients from the second color to the first color; mapping a first edge sub-interval to the first color region, mapping a second edge sub-interval to the third color region, and mapping the intervals outside the first and second edge sub-intervals in the preset interval to the second color region.

[0109] The aforementioned special effects unit includes: a volume unit; and computer-executable instructions stored in the aforementioned storage medium. By executing these computer-executable instructions, the following operations in the aforementioned special effects texture generation method can be implemented: obtaining the boundary values ​​of multiple volume units after offset processing in the tiling direction; establishing a mapping relationship between the boundary values ​​of the multiple volume units and a preset density curve; wherein the mapping relationship includes: in the first edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value increases from a specified density value to a first density value; in the second edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value decreases from a second density value to a specified density value; updating the specified density value to zero to obtain a first special effects set.

[0110] The computer-executable instructions stored in the aforementioned storage medium can be executed to perform the following operations in the above-mentioned special effects texture generation method: determine the center of each overlapping region in the tiling direction; set a clipping line at each region center, clip the partially overlapping regions, and determine multiple special effects units with boundary values ​​located between the clipping lines as the target special effects set.

[0111] The computer-executable instructions stored in the aforementioned storage medium can be executed to perform the following operations in the above-mentioned method for generating special effects textures: obtaining the rendering parameters corresponding to the special effects unit, wherein the rendering parameters include multiple of the following: camera parameters, material attribute parameters, light parameters, and channel output parameters; and performing rendering operations on the special effects units in the target special effects set based on the rendering parameters and dynamic data to generate special effects textures that can be continuously tiled along the tiling direction.

[0112] The computer program product of the special effects texture generation method, apparatus, electronic device and storage medium provided in the embodiments of the present invention includes a storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0113] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0114] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0115] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, 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 invention. 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.

[0116] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0117] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention 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 within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these 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 the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for generating special effects textures, characterized in that, The method includes: Multiple special effects units are acquired; wherein each special effects unit has corresponding dynamic data; Determine the tiling direction of the special effects map to be generated, and transform the boundary values ​​of the special effects unit in the tiling direction to a preset range; Based on the boundary values ​​of the special effects unit within the preset range, some special effects units are deleted from multiple special effects units to obtain a first set of special effects. Two sets of duplicate sets corresponding to the first set of special effects are generated. The duplicate sets are translated by the same distance along the tiling direction, so that each set of duplicate sets and the first set of special effects form a partially overlapping area in the tiling direction; wherein the translation directions of each set of duplicate sets are opposite. Cutting lines are set in the overlapping areas of each part, and multiple effect units whose boundary values ​​are located between the cutting lines are determined as a target effect set. The target effect set is rendered to generate an effect texture that can be continuously tiled along the tiling direction; wherein the cutting lines are perpendicular to the straight line where the tiling direction is located.

2. The method according to claim 1, characterized in that, The step of converting the boundary value of the special effects unit in the tiling direction to a preset range includes: Obtain the first boundary interval where the plurality of special effects units are located in the tiling direction; The first boundary interval is scaled so that the boundary values ​​of the special effects units within the first boundary interval in the tiling direction are mapped to the preset interval.

3. The method according to claim 1, characterized in that, The endpoints of the preset interval include: a first interval endpoint and a second interval breakpoint; the first interval endpoint is smaller than the second interval breakpoint; the preset interval includes a first edge sub-interval containing the first interval endpoint and a second edge sub-interval containing the second interval endpoint. In the first set of special effects, the effect units whose boundary values ​​are located in the first edge sub-interval have a lower distribution density the closer they are to the endpoint of the first interval; In the first set of special effects, the effect units whose boundary values ​​are located in the second edge sub-interval have a lower distribution density the closer they are to the endpoint of the second interval.

4. The method according to claim 3, characterized in that, The step of deleting some special effects units from multiple special effects units based on the boundary values ​​of the special effects units within the preset range to obtain a first set of special effects includes: Based on preset noise parameters, the special effects unit located within the preset range is offset. Based on preset deletion rules, some effect units are deleted from the effect units after offset processing to obtain the first effect set.

5. The method according to claim 4, characterized in that, The special effects unit includes: particle units; the step of deleting some special effects units from the offset-processed special effects unit based on a preset deletion rule to obtain a first set of special effects includes: Obtain the boundary values ​​of the multiple particle units after offset processing in the tiling direction; The boundary values ​​of the plurality of particle units are mapped to a preset color gradient region, so that the color of the particle unit matches the color in the color gradient region to which the boundary value of the particle unit is mapped; wherein, the color gradient region includes a first color, a second color, and a gradient color between the first color and the second color; Delete the particle unit corresponding to the first color to obtain the first special effect set.

6. The method according to claim 5, characterized in that, The step of mapping the boundary values ​​of the multiple special effects units to a preset color gradient area includes: The color gradient area is set; wherein, the color gradient area includes: a first color area that gradients from the first color to the second color, a second color area where the second color is located, and a third color area that gradients from the second color to the first color; The first edge sub-interval is mapped to the first color region, the second edge sub-interval is mapped to the third color region, and the intervals other than the first and second edge sub-intervals in the preset interval are mapped to the second color region.

7. The method according to claim 4, characterized in that, The special effects unit includes: a volume unit; the step of deleting some special effects units from the offset special effects unit based on a preset deletion rule to obtain a first set of special effects includes: Obtain the boundary values ​​of the multiple volume units after offset processing in the tiling direction; A mapping relationship is established between the boundary values ​​of the multiple volume units and a preset density curve; wherein the mapping relationship includes: in the first edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value increases from a specified density value to a first density value; in the second edge sub-interval, as the boundary value increases, the density of the volume unit corresponding to the boundary value decreases from a second density value to the specified density value; The specified density value is updated to zero to obtain the first set of special effects.

8. The method according to claim 1, characterized in that, The step of setting clipping lines in each of the overlapping regions and determining the multiple effect units whose boundary values ​​are located between the clipping lines as the target effect set includes: Determine the center of each of the overlapping regions in the tiling direction; A cut line is set at the center of each region to cut off the partially overlapping regions, and the multiple effect units whose boundary values ​​are located between the cut lines are determined as the target effect set.

9. The method according to claim 1, characterized in that, The step of rendering the target effect set and generating an effect texture map that can be continuously tiled along the tiling direction includes: Obtain the rendering parameters corresponding to the special effects unit, wherein the rendering parameters include multiple of the following: camera parameters, material property parameters, light parameters, and channel output parameters; Based on the rendering parameters and the dynamic data, a rendering operation is performed on the effect unit in the target effect set to generate an effect texture that can be continuously tiled along the tiling direction.

10. A device for generating special effects textures, characterized in that, The device includes: The first acquisition module is used to acquire multiple special effects units; wherein, each special effects unit has corresponding dynamic data; The first conversion module is used to determine the tiling direction of the special effects map to be generated, and to convert the boundary values ​​of the special effects unit in the tiling direction to a preset range. The first deletion module is used to delete some special effects units from multiple special effects units based on the boundary values ​​of the special effects units within the preset range, thereby obtaining a first set of special effects. The first translation module is used to generate two sets of duplicate sets corresponding to the first special effects set, and translate the duplicate sets by the same distance along the tiling direction, so that each set of duplicate sets and the first special effects set form a partially overlapping area in the tiling direction; wherein, the translation directions of each set of duplicate sets are opposite. The first determining module is used to set clipping lines in each of the overlapping regions, determine multiple effect units whose boundary values ​​are located between the clipping lines as a target effect set, render the target effect set, and generate an effect texture that can be continuously tiled along the tiling direction; wherein, the clipping lines are perpendicular to the straight line where the tiling direction is located.

11. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the method for generating special effects textures according to any one of claims 1-9.

12. A storage medium, characterized in that, The storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the method for generating special effects textures as described in any one of claims 1-9.