Material map processing method and device, storage medium and electronic equipment

By leveraging Unreal Engine's dynamic rendering targets and material functionality instances, automated material mapping is achieved, solving the problems of complex operation and low efficiency in existing technologies, and providing an efficient and accurate material mapping solution.

CN122199769APending Publication Date: 2026-06-12SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
Filing Date
2026-03-13
Publication Date
2026-06-12

AI Technical Summary

Technical Problem

The existing material mapping process relies on external image editing software, which leads to cumbersome operation, low efficiency, and problems with texture resource reference relationships, affecting rendering efficiency.

Method used

With native API support from Unreal Engine, it creates dynamic rendering targets and dynamic material instances, provides a graphical user interface for parameter modification, automates material mapping, eliminates data transmission latency and format conversion losses, and ensures accuracy through pixel-by-pixel processing.

🎯Benefits of technology

It lowers the technical threshold and learning cost, improves texture processing efficiency, provides millisecond-level response effects, ensures the accuracy of material textures and efficient rendering quality, and supports batch texture processing.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a material map processing method and device, computer storage medium and electronic equipment, and relates to the technical field of computers. The method comprises: in response to unreal engine reading an initial material map to be processed, creating a dynamic rendering target for the initial material map; creating a dynamic material function instance; in response to reading adjusted function instance parameters, writing a target material generated based on the adjusted function instance parameters into the dynamic rendering target to generate an adjusted target material map based on the dynamic rendering target. The present disclosure can reduce the workload and learning cost of programmers without learning the related content of external image processing software and the underlying map processing logic, and can quickly generate a processed material map by only inputting the adjusted function instance parameters on the graphical user interface, thereby simplifying the map processing process and improving the efficiency of map processing and further improving the model rendering efficiency.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a material mapping processing method, apparatus, computer storage medium, and electronic device. Background Technology

[0002] Taking 3D modeling as an example, in game development and 3D content creation, users can construct a 3D model framework using modeling software, and then assign corresponding material textures to this framework. This allows the 3D model to display visual characteristics such as color, texture, and roughness through the material textures. During the creation process, it is usually necessary to modify the material textures to achieve the visual effects required by the user.

[0003] Currently, existing texture processing relies on external image editing software. When a texture needs modification, it is exported to a material editing engine, then imported into the external image editing software for modification. After modification, it is imported back into the material editing engine to check the final rendering effect. If it does not meet expectations, the above process needs to be repeated until the modified texture meets the desired effect. Therefore, this texture processing workflow is cumbersome and complex, and using external image editing software for modification can easily lead to problems with texture resource reference relationships, affecting texture processing efficiency and consequently resulting in low rendering efficiency. Summary of the Invention

[0004] This disclosure provides a material texture processing method, apparatus, computer storage medium, and electronic device, thereby eliminating the need for programmers to learn about external image processing software and underlying texture processing logic. Processed material textures can be quickly generated simply by inputting adjusted function instance parameters into a graphical user interface, thus reducing the workload and learning cost for programmers. Furthermore, this method simplifies the texture processing flow, improves texture processing efficiency, and further enhances model rendering efficiency.

[0005] In a first aspect, one embodiment of this disclosure provides a material texture processing method, the method comprising: in response to Unreal Engine reading an initial material texture to be processed, creating a dynamic rendering target for the initial material texture; creating a dynamic material function instance; in response to reading adjusted function instance parameters, writing a target material generated based on the adjusted function instance parameters into the dynamic rendering target, so as to generate an adjusted target material texture based on the dynamic rendering target.

[0006] Secondly, one embodiment of this disclosure provides a material texture processing apparatus, which includes: a rendering target creation module, configured to create a dynamic rendering target for the initial material texture in response to Unreal Engine reading the initial material texture to be processed; a function instance creation module, configured to create a dynamic material function instance; and a texture adjustment module, configured to write the target material generated based on the adjusted function instance parameters into the dynamic rendering target in response to reading the adjusted function instance parameters, so as to generate an adjusted target material texture based on the dynamic rendering target.

[0007] Thirdly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the material mapping processing method described above.

[0008] Fourthly, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the material mapping processing method described above by executing the executable instructions.

[0009] Fifthly, one embodiment of this disclosure provides a computer program product, including a computer program that is executed by a processor to implement the material mapping processing method described above.

[0010] The technical solution disclosed herein has the following beneficial effects: The aforementioned material mapping processing method, in response to Unreal Engine reading the initial material map to be processed, creates a dynamic rendering target for the initial material map; creates a dynamic material function instance; and, in response to reading the adjusted function instance parameters, writes the target material generated based on the adjusted function instance parameters into the dynamic rendering target, thereby generating the adjusted target material map based on the dynamic rendering target. This method, supported by Unreal Engine's native API, creates a dynamic rendering target as a dynamic canvas and provides a dynamic material instance and a material parameter collection. This allows users to modify texture parameters on the graphical user interface provided by Unreal Engine, thereby adapting to dynamic modifications of Blueprints or C++ to generate target material maps that meet user needs. On one hand, Unreal Engine only provides a graphical user interface, treating the texture processing flow as a black box, allowing users to automatically generate rendering effect textures that conform to the parameters simply by modifying the texture parameters on the graphical user interface. This method encapsulates complex texture processing operations into a parameter-driven automated process. Users only need to select the corresponding material texture parameters to trigger the system to automatically complete the texture processing calculations. Therefore, users do not need to master complex operation steps or learn how to use external tools, lowering the technical threshold and learning cost while improving texture processing efficiency. Furthermore, this method eliminates data transmission latency and format conversion losses between Unreal Engine and external image processing tools, improving texture processing efficiency and providing millisecond-level response times. Secondly, this method utilizes the pixel-by-pixel processing of Unreal Engine's material system to avoid texture precision loss, thus ensuring the accuracy of material texture processing and providing more delicate visual effects and higher image quality. Thirdly, Unreal Engine can create multiple dynamic material function instances in parallel, using multi-threading to execute these instances concurrently, supporting users to perform large-scale texture processing and ensuring high texture processing efficiency.

[0011] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0012] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0013] Figure 1This exemplary embodiment illustrates a schematic diagram of a texture processing flow based on a related technical solution. Figure 2A This schematic diagram illustrates an application scenario of a material mapping processing system according to this exemplary embodiment. Figure 2B This schematic diagram illustrates an application scenario of another material mapping processing system in this exemplary embodiment. Figure 3 This schematically illustrates a flowchart of a material mapping processing method in this exemplary embodiment; Figure 4 This illustration shows a flowchart of a method for channel integration based on grayscale images in this exemplary embodiment; Figure 5 This illustration shows a graphical user interface diagram of channel integration based on four grayscale images in this exemplary embodiment. Figure 6 This illustration shows a flowchart of a method for channel integration based on multi-channel RGBA textures in this exemplary embodiment; Figure 7 This illustration shows a graphical user interface diagram of channel integration based on four RGBA textures in this exemplary embodiment. Figure 8 This diagram illustrates a graphical user interface corresponding to a channel switching function in this exemplary embodiment. Figure 9 This diagram illustrates a graphical user interface corresponding to a channel separation function in this exemplary embodiment. Figure 10 This diagram illustrates a graphical user interface corresponding to a color modification function in this exemplary embodiment. Figure 11 This diagram illustrates a graphical user interface corresponding to a size adjustment function in this exemplary embodiment. Figure 12A This diagram illustrates a graphical user interface corresponding to a shadow overlay function in this exemplary embodiment. Figure 12B This diagram illustrates a graphical user interface corresponding to another shadow overlay function in this exemplary embodiment. Figure 13 This schematic diagram illustrates the structure of a material mapping processing device in this exemplary embodiment. Figure 14 The schematic diagram illustrates the structure of an electronic device in this exemplary embodiment. Detailed Implementation

[0014] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0015] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0016] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0017] To help those skilled in the art better understand the technical solutions of this disclosure, the relevant content involved in the technical solutions of this disclosure will be introduced below.

[0018] 1) SRGA (Scene-Referenced Gamma Adjusted) space: This is an internal color space used by Unreal Engine (UE) for High-Dynamic Range (HDR) rendering. It is a non-linear color space designed to achieve more accurate lighting calculations and color fidelity. Through non-linear gamma correction and scene reference brightness modeling, the SRGA space retains richer brightness details in the rendering pipeline. Especially when dealing with extreme contrast scenes (such as sunlight shining through windows or neon lights in a night scene), it can effectively avoid color overflow and loss of detail.

[0019] 2) Unreal Engine (UE): A powerful real-time 3D creation tool. In the game development field, Unreal Engine supports the creation of various types of high-quality games, including Massively Multiplayer Online Games (MMOG or MMO), first-person shooters, action-adventure games, etc. Its powerful graphics rendering capabilities, physics engine and AI system provide developers with a platform for highly realistic effects and smooth gaming experience.

[0020] 3) Dynamic Render Target (RT): This is a core technology in Unreal Engine used to generate and update textures in real time at runtime. It allows developers to dynamically capture scenes, calculate masks, drive materials, or achieve advanced post-processing effects without relying on pre-baked textures. It can be understood as a dynamic canvas.

[0021] 4) Materials and Material Maps: A material is a set of parameters that define the optical properties of an object's surface, including color, roughness, normals, metallicity, emissivity, and transparency. It determines how an object reflects, absorbs, and transmits light under illumination and is the rendering logic. A material map, on the other hand, is an image file, such as PNG, TGA, or EXR, that provides spatial variation data for the material parameters. It provides detailed information, such as color distribution, bumps, and metallic areas, giving the material a non-uniform, non-tiled visual effect.

[0022] 5) Mip Level: A key concept in the multi-level progressive texture (Mipmaps) system, used to optimize texture rendering performance. This system pre-generates multiple versions of the same texture at different resolutions (arranged from high to low resolution), and automatically selects the appropriate texture level for rendering at runtime based on the distance between the object and the camera, thereby reducing memory bandwidth consumption and avoiding flickering distortion of distant textures.

[0023] In the relevant technical context, taking 3D modeling as an example, in game development and 3D content creation, users can construct a 3D model framework using modeling software, and then assign corresponding material textures to this framework. This allows the 3D model to display visual characteristics such as color, texture, and roughness through the material textures. During the creation process, it is usually necessary to modify and adjust the material textures to achieve the visual effects required by the user.

[0024] In existing game development and 3D content creation workflows, texture processing typically relies on external image editing software such as Photoshop, Substance, and Digital Content Creation (DCC). Taking DCC software as an example, and combining it with... Figure 1 The texture processing flow shown is used as an example to illustrate the relevant technical solutions.

[0025] Reference Figure 1 As shown, a material texture test will be performed in the rendering engine. This involves rendering the material texture onto the model to be rendered for testing. If the test is successful, no modifications are needed, and the material texture will be directly applied to the 3D model framework. Conversely, if the test fails, meaning the material texture needs to be modified and adjusted, it needs to be exported from the rendering engine and imported into external image editing software (e.g., ...). Figure 1 After modifying and adjusting the DCC software shown, export the DCC software again and re-import it into the rendering engine for 3D model material texture rendering. Repeat this process until the desired rendering effect is obtained.

[0026] However, the above-mentioned texture modification process is cumbersome and time-consuming. Furthermore, problems with the reference relationships of texture assets are very likely to occur during the texture modification process, which may render the original texture unusable, resulting in low texture processing efficiency and consequently low rendering efficiency.

[0027] This exemplary embodiment addresses the aforementioned problems and proposes a material mapping processing method. This method, supported by the Unreal Engine's native API, creates a dynamic rendering target as a dynamic canvas and provides a dynamic material instance and a material parameter collection. Users can modify texture parameters through the graphical user interface provided by Unreal Engine, thereby adapting to dynamic modifications of Blueprints or C++ to generate target material textures that meet user needs. On one hand, Unreal Engine only provides a graphical user interface, treating the texture processing flow as a black box. This allows users to automatically generate rendering textures that conform to the parameters simply by modifying the texture parameters in the graphical user interface. In other words, this method encapsulates complex texture processing operations into a parameter-driven automated process. Users only need to select the corresponding material texture parameters to trigger the system to automatically complete the texture processing calculations. Therefore, users do not need to master complex operation steps or learn how to use external tools, reducing the technical threshold and learning cost while improving texture processing efficiency. Furthermore, this method eliminates data transmission latency and format conversion losses between Unreal Engine and external image processing tools, improving texture processing efficiency and providing millisecond-level response times. Secondly, this method utilizes the pixel-by-pixel processing of the Unreal Engine's material system to avoid loss of texture precision, thereby ensuring the accuracy of material mapping and providing more delicate visual effects and higher image quality. Thirdly, Unreal Engine can create multiple dynamic material function instances in parallel to execute these multiple dynamic material function instances in parallel using multi-threading, thereby supporting users to perform large-scale texture processing and ensuring high texture processing efficiency.

[0028] This disclosure presents a material mapping processing method and apparatus, which can be applied to... Figure 2A In the system architecture of the exemplary application environment shown.

[0029] Figure 2A This is a schematic diagram illustrating an application scenario of a material mapping processing system provided in this disclosure, such as... Figure 2AAs shown, in one embodiment, the material mapping processing system can be entirely deployed in a cloud environment. A cloud environment is an entity that provides cloud services to users using basic resources under a cloud computing model. A cloud environment includes cloud data centers and cloud service platforms. A cloud data center includes a large amount of basic resources (including computing resources, storage resources, and network resources) owned by the cloud service provider. The computing resources included in the cloud data center can be a large number of electronic devices (e.g., servers). For example, taking the computing resources included in the cloud data center as servers running virtual machines, the material mapping processing system can be deployed independently on servers or virtual machines in the cloud data center. Alternatively, the material mapping processing system can be distributed and deployed on multiple servers in the cloud data center, or distributed and deployed on multiple virtual machines in the cloud data center, or distributed and deployed on servers and virtual machines in the cloud data center.

[0030] like Figure 2A As shown, a material mapping processing system can be abstracted into a material mapping processing service by a cloud service provider and offered to users on a cloud service platform. When using the material mapping processing service, users can specify the initial material map to be processed through an application program interface (API) or a graphical user interface (GUI). The material mapping processing system in the cloud environment reads the initial material map input by the user, performs the corresponding material mapping processing operation, and then provides feedback to the user through the API or GUI to the target material map after processing the initial material map, and saves it. This target material map can be downloaded by the user or used online to complete specific tasks, such as rendering a 3D model framework to obtain a 3D model.

[0031] The material mapping processing method and apparatus disclosed herein can also be applied to… Figure 2B In the system architecture of the exemplary application environment shown.

[0032] Figure 2B This is a schematic diagram illustrating an application scenario for another material mapping processing system provided in this application. The material mapping processing system provided in this disclosure has relatively flexible deployment, such as... Figure 2BAs shown, in another embodiment, the material mapping processing system provided by this disclosure can also be distributed and deployed in different environments. The material mapping processing system provided by this disclosure can be logically divided into multiple parts, each with different functions. Each part of the material mapping processing system can be deployed in any two or three of the following: a terminal electronic device (located on the user side), an edge environment, and a cloud environment. The terminal electronic device located on the user side can include, for example, at least one of the following: a terminal server, a smartphone, a laptop, a tablet computer, a personal desktop computer, etc. The edge environment is an environment including a set of edge electronic devices located close to the terminal electronic device, such as edge servers, edge stations with computing power, etc. The various parts of the material mapping processing system deployed in different environments or devices work together to provide users with the function of automatic material mapping processing. It should be understood that this disclosure does not restrict the specific environments in which the parts of the material mapping processing system are deployed. In practical applications, the deployment can be adaptively made according to the computing power of the terminal electronic device, the resource availability of the edge environment and cloud environment, or specific application requirements. Figure 2B This is a schematic diagram of an application scenario where the material mapping processing system is deployed in both edge and cloud environments.

[0033] It should be noted that the material mapping processing system can also be deployed independently on an electronic device in any environment, such as on an edge server in an edge environment. The embodiments disclosed herein do not impose any special limitations on this, nor do they provide any detailed description of the embodiments deployed on electronic devices.

[0034] However, those skilled in the art will readily understand that the above application scenarios are merely illustrative and are not intended to limit the scope of this exemplary embodiment.

[0035] Next, we will take the aforementioned electronic device (which may be a terminal device) as the execution subject and illustrate the application of the material mapping processing method to the aforementioned terminal device. Specifically, it can be applied to Unreal Engine UE for real-time 3D creation or to the material system of Unreal Engine. Figure 3 A flowchart illustrating a material mapping processing method in this exemplary embodiment is shown in the attached diagram. Figure 3 The material mapping processing method provided in this embodiment includes the following steps S301-S303: Step S301: In response to Unreal Engine reading the initial material map to be processed, create a dynamic rendering target for the initial material map.

[0036] Step S302: Create a dynamic material function instance.

[0037] Step S303: In response to reading the adjusted function instance parameters, write the target material generated based on the adjusted function instance parameters into the dynamic rendering target, so as to generate the adjusted target material texture based on the dynamic rendering target.

[0038] In the above Figure 3 The provided technical solution, supported by Unreal Engine's native API, creates a dynamic rendering target as a dynamic canvas and provides dynamic material instances and material parameter collections. This allows users to modify texture parameters within the graphical user interface provided by Unreal Engine, thereby adapting to dynamic modifications of Blueprints or C++ to generate target material textures that meet user needs. On one hand, Unreal Engine only provides a graphical user interface, treating the texture processing flow as a black box. This allows users to automatically generate rendering textures that match the parameters simply by modifying the texture parameters within the graphical user interface. In other words, this method encapsulates complex texture processing operations into a parameter-driven automated process. Users only need to select the corresponding material texture parameters to trigger the system to automatically complete the texture processing calculations. Therefore, users do not need to master complex operation steps or learn how to use external tools, reducing the technical threshold and learning cost while improving texture processing efficiency. Furthermore, this method eliminates data transmission latency and format conversion losses between Unreal Engine and external image processing tools, improving texture processing efficiency and providing millisecond-level response times. Secondly, this method utilizes the pixel-by-pixel processing of the Unreal Engine's material system to avoid loss of texture precision, thereby ensuring the accuracy of material mapping and providing more delicate visual effects and higher image quality. Thirdly, Unreal Engine can create multiple dynamic material function instances in parallel to execute these multiple dynamic material function instances in parallel using multi-threading, thereby supporting users to perform large-scale texture processing and ensuring high texture processing efficiency.

[0039] The following will describe in conjunction with specific embodiments Figure 3 The specific implementation methods of each step in the illustrated embodiment are described in detail below: In step S301, in response to Unreal Engine reading the initial material map to be processed, a dynamic rendering target is created for the initial material map.

[0040] The initial material map is the material map that Unreal Engine (specifically, Unreal Engine's material system) reads and needs to be modified / adjusted, i.e., the material map that does not meet the user's actual needs and needs to be modified.

[0041] For example, Unreal Engine's material system is a "per-pixel" process. This is because the final visual output (the color, brightness, reflection, and shadow of each screen pixel) is dynamically calculated by an independently running pixel shader. This process is not a simple texture mapping, but rather executes a complete set of physically based lighting equations for each pixel on the GPU, achieving true pixel-level optical response. Therefore, Unreal Engine's material system avoids loss of texture precision, thus achieving precise texture control. Furthermore, the per-pixel process offers advantages such as precise control over the attributes of each pixel, more refined visual effects, higher image quality, and high computational efficiency in pixel processing. Therefore, using Unreal Engine's material system for texture mapping improves both the accuracy and efficiency of texture processing.

[0042] Among them, dynamic rendering target is not a single technical indicator, but a systematic strategy of Unreal Engine to dynamically adjust rendering parameters in real-time 3D content production to achieve the optimal balance between "visual realism" and "interactive smoothness" for different terminal hardware capabilities. Its core is to maximize the realistic experience under human visual perception without breaking the hardware limits, which can be understood as a dynamic canvas.

[0043] For example, when Unreal Engine / Unreal Engine's material system reads the initial material map to be processed, it can initiate a material map processing flow for the initial material map, and then create a dynamic rendering target for the initial material map. That is, a dynamic canvas is created for the initial material map, so that Blueprints can be used to perform pixel-by-pixel mapping processing based on the created dynamic RT, thereby realizing the dynamic generation and modification of the target material map.

[0044] In this embodiment, the native Application Programming Interface (API) / C++ module configured by Unreal Engine reads the initial material map to be processed and initiates the material map processing flow to create a dynamic rendering target. That is, this embodiment processes the material map with the support of Unreal Engine's native API, eliminating the need for external software to modify the material map. Furthermore, Unreal Engine's high pixel calculation efficiency improves texture processing efficiency compared to the aforementioned related technical solutions (e.g., at least 60%-80% improvement).

[0045] In step S302, a dynamic material function instance is created.

[0046] Among them, dynamic material functionality instances are used to represent instances of multiple implemented texture modification functions. Dynamic material functionality instances can also be called dynamic material instances (DMIs). The creation of DMIs plays a core role in the dynamicization of runtime material parameters in Unreal Engine, solving the key limitation that static materials cannot be modified during game runtime.

[0047] For example, in this material mapping process, a dynamic material instance needs to be created. This allows for the creation of infinite visual possibilities and the display of different visual effects by dynamically adjusting parameters while sharing underlying shader resources. In other words, creating a dynamic material instance enables various texture processing functions. Furthermore, the creation of a dynamic material instance also dynamically creates a corresponding blueprint for that instance.

[0048] In this embodiment, a multi-threaded parallel processing architecture is adopted, enabling Unreal Engine to create multiple dynamic material function instances in parallel, which facilitates the subsequent initiation and implementation of multi-texture state processing. Furthermore, Unreal Engine employs a memory pool management mechanism built with a Texture Streaming Pool and a Dynamic Memory Allocator (FMemory), enabling efficient management and processing of large batches of material textures, further improving material texture processing efficiency.

[0049] For example, Unreal Engine (UE) also incorporates a complete graphical user interface (GUI) building system, primarily implemented through Unreal Motion Graphics (UMG). Designed specifically for real-time interactive interfaces, it is widely used in in-game menus, HUDs (Head-Up Displays), settings panels, UI animations, data visualizations, and other scenarios. Therefore, Unreal Engine can also provide a graphical user interface to display adjustable texture parameters for users to modify.

[0050] The following will illustrate, with reference to specific embodiments, the various texture modification functions demonstrated in the above-described examples of dynamic material functions.

[0051] Example 1: Function to integrate channels for multiple grayscale texture maps.

[0052] Figure 4 This example illustrates a flowchart of a method for implementing a channel integration function in this exemplary embodiment. Please refer to [link / reference]. Figure 4In an optional embodiment of this disclosure, based on the graphical user interface provided by Unreal Engine and the initial material map containing multiple grayscale material maps, the above step S302, creating a dynamic material function instance, may specifically include the following steps S401-S402: Step S401: Display the first channel integration control on the graphical user interface.

[0053] Step S402: In response to the first trigger operation for the first channel integration control, create a first channel integration function instance.

[0054] The first channel integration control is a control that performs channel integration when the initial material map consists of multiple grayscale material maps. The technical goal of the first channel integration control is to integrate the channel information represented by multiple grayscale material maps into the same material map, thereby improving the map utilization rate and saving the sampling consumption of the material system (that is, through this function, the sampling of multiple material maps can be adjusted to the sampling of a single material map, thus saving the sampling consumption of the material system), thereby improving resource utilization.

[0055] Next, we will combine Figure 5 Taking four grayscale material maps as an example, the information represented by the four grayscale material maps (such as normals, roughness, and metallicity) is integrated into the R, G, B, and A channels of the same material map through the first channel integration function instance, so as to obtain a material map with information in the R, G, B, and A channels.

[0056] Reference Figure 5 The diagram illustrates a graphical user interface for channel integration based on four grayscale images in this exemplary embodiment. Referring to the graphical user interface, a first channel integration control (grayscale image) is included. When the virtual engine responds to a first trigger operation on the first channel integration control, it creates an instance for the first channel integration function.

[0057] It is understood that other combinations are also possible, such as the initial material texture being three grayscale material textures, which are then integrated through the first channel integration function instance to obtain a material texture with information in the R channel, G channel, and B channel. The embodiments disclosed herein do not impose any special limitations on this.

[0058] In response, after creating an instance for the first channel integration function, step S303 is executed. In response to reading the adjusted function instance parameters, the target material generated based on the adjusted function instance parameters is written into the dynamic rendering target to generate the adjusted target material texture based on the dynamic rendering target.

[0059] Based on the above embodiments, when executing step S303, step S403 can be further executed to display the first function instance parameters to be adjusted corresponding to the first channel integration function instance on the graphical user interface.

[0060] The first function instance parameters include at least one or more of the following: material map resolution parameters, compression format parameters, output color space, multi-level progressive texture Mip level, level of detail (LOD) level, texture group parameters, maximum display color value in each color channel (e.g., maximum display color value of RGB, which represents the color value with the largest value in multiple color channels R, G, and B), inverse channel color value, and the material map name of the first target material map generated after integration processing based on the first channel.

[0061] Step S404: In response to reading the adjusted first function instance parameters, integrate multiple grayscale material textures into a multi-channel first target material, write the multi-channel first target material into the dynamic rendering target, and generate the adjusted multi-channel first target material texture based on the dynamic rendering target.

[0062] The number of grayscale material maps is the same as the number of channels in the first target material map. For example, if the initial material map consists of 4 grayscale material maps, the generated first target material map will have 4 channels, such as R, G, B, and A channels.

[0063] Continue to refer to Figure 5 The graphical user interface displays the parameters of the first function instance to be adjusted for the first channel integration function instance. Specifically, these may include: texture resolution options (Height / Width), compression format settings, output color space (sRGB), Mip level settings (Mip Gen Settings), LOD level (LODBias), texture group, maximum RGB display color value in DX5 default compression mode (RGBMMaxValue), flip channel color value, and setting texture name, among other functions.

[0064] The compression formats commonly include BC3 / DXT5, ASTC, ETC2, etc., and the embodiments disclosed herein do not impose any special limitations on them. The "flip" in reverse channel color values ​​refers to the flipped channel color values ​​of the red channel (Flip Red), green channel (Flip Green), blue channel (Flip Blue), and alpha channel (Flip Alpha). Flipping channel color values ​​represents the operation of inverting the color values ​​of image channels; for example, inverting the color value of the red channel from 0-255 to 255-0. This is often used to adjust image color balance or create special visual effects.

[0065] Mip levels are multi-resolution versions of textures. Common options include: Blur5 (for smoothing layer transitions and reducing aliasing) and Mip Bias (for adjusting values ​​from -1 to 1 to control the degree of detail retention (negative values ​​retain more detail)). In LOD levels (LODBias), LOD (Level of Detail) dynamically switches texture resolution based on distance, while LODBias adjusts the switching threshold. For example, when LODBias = 0, the default switching is used; when LODBias > 0, delayed switching is used to retain more detail (but may increase VRAM usage); when LODBias < 0, early switching is used to reduce performance consumption. Texture groups are a method of classifying and managing textures, used to uniformly set rendering parameters. For example, in Unreal Engine, texture group settings affect LOD and Mip generation, such as LOD switching thresholds and Mip generation methods, directly impacting performance and visual effects. For example, different texture groups are suitable for different scenarios. The World group is suitable for large-scale textures such as terrain and buildings, thus supporting high resolution and complex LOD; the UI group is suitable for interface elements, and Mipmaps are usually disabled to avoid blurring.

[0066] It should be explained that, regarding the function of setting the texture name mentioned above, users can customize the name of the newly generated first target material texture according to their own needs, or they can save it in the same storage path as the initial multiple grayscale material textures using the default name when not entering one, thereby automatically generating standardized file names and supporting project-level resource management paths, which is conducive to improving texture processing efficiency.

[0067] Reference Figure 5Furthermore, users can freely set whether or not color space conversion to sRGB is required, and can even determine whether to perform sRGB color space conversion for individual channels. Moreover, this method can integrate any channel, such as R+G→RG, or B+A→BA, thus achieving precise channel-level control. Traditional tools, on the other hand, only support fixed-mode channel operations, lacking the flexibility and richness of channel operation capabilities.

[0068] It's also worth noting that when the user chooses not to perform a color space conversion using the sRGB space, the grayscale information of multiple grayscale material maps is directly stored in the linear RGBA space. This process makes the color of the final generated first target material map closer to the original grayscale values. If the user chooses to perform a color space conversion using the sRGB space, the grayscale information of multiple grayscale material maps is first converted to a linear space (0-1), and then to a non-linear space (0-1) to store the information as RGBA. This process makes the color of the final generated first target material map closer to the actual display, avoiding the loss of details in dark areas. Therefore, the specific choice of whether to perform a color space conversion using the sRGB space can be determined as needed based on the specific application scenario.

[0069] Accordingly, after determining the adjusted parameters of the first functional instance, the corresponding parameter nodes in the Blueprint can be adapted to perform channel integration operations, merging multiple channels into a single texture. Furthermore, by using logic in the Blueprint to determine the appropriate compression format for selection sampling via lerp interpolation, a first target material texture with multi-channel information is returned. This enables dynamic texture quality transitions based on hardware capabilities and performance requirements at runtime, ensuring visual consistency while maximizing rendering efficiency.

[0070] It should be explained that different compression formats have significant differences in color accuracy, alpha channel support, and memory usage. In other words, the compression format affects the sampling accuracy. Therefore, sampling is selected dynamically by using Blueprints. For example, the Blueprint can determine the texture compression format through conditional branches (such as detecting texture groups, platform type, and LOD level).

[0071] Example 2: Function to integrate multiple multi-channel texture maps.

[0072] In one optional embodiment of this disclosure, a graphical user interface is provided using Unreal Engine, and the initial material map is a multi-channel material map, where a multi-channel material map refers to a material map where information is stored in multiple channels. Based on this embodiment, refer to... Figure 6 As shown, when creating a dynamic material function instance by performing the above steps, the specific steps may include the following steps S601-S602: Step S601: Display the second channel integration control on the graphical user interface.

[0073] Step S602: In response to the trigger operation for the second channel integration control, create a second channel integration function instance.

[0074] For example, the second channel integration control is a control that performs the integration function on the target channel for an initial material map that consists of multiple multi-channel material maps. The technical objective of the second channel integration control is to integrate the channel information represented by multiple multi-channel material maps into the same material map to obtain a second target material map that meets expectations.

[0075] For example, multiple multi-channel texture maps can be four multi-channel texture maps (such as an RGBA channel texture map). For each multi-channel texture map, each channel contains information; for example, all four channels (R, G, B, and A) may contain information, or some channels may contain information. For instance, in one multi-channel texture map, the R and G channels may contain information, while the B and A channels may not.

[0076] In response to this, the virtual engine can trigger the creation of a second-channel integration function instance by responding to a trigger operation on the graphical user interface's second-channel integration control, thereby initiating the process of performing channel integration on multiple multi-channel material maps. Continuing with... Figure 5 For example, users can create a second channel integration instance by triggering the "Channel Integration (RGBA)" control displayed on the graphical user interface.

[0077] Accordingly, in step S303, in response to reading the adjusted function instance parameters, the target material generated based on the adjusted function instance parameters is written into the dynamic rendering target to generate the adjusted target material texture based on the dynamic rendering target, and the following steps S603-S605 are continued: Step S603: Display the parameters of the second function instance to be adjusted corresponding to the second channel integration function instance on the graphical user interface.

[0078] Step S604: From multiple multi-channel material textures, determine the target integration channel that matches each color channel in the adjusted second target material texture.

[0079] Step S605: In response to reading the adjusted second function instance parameters and the target integration channel, channel integration is performed on the target color channels of multiple multi-channel material maps to obtain the second target material, and the second target material is written into the dynamic rendering target to generate the adjusted second target material map based on the dynamic rendering target.

[0080] For example, the second function instance parameters include at least one or more of the following: material map resolution parameters, compression format parameters, output color space, multi-level progressive texture Mip level, level of detail LOD level, texture group parameters, maximum RGB display color value, reverse channel color value, and the material map name of the second target material map generated after integration processing based on the second channel.

[0081] The following will combine Figure 7 An illustrative graphical user interface is provided for the function of channel integration for multiple multi-channel material maps.

[0082] Reference Figure 7 The lower half of the document shows the parameters for the second function, which include texture resolution options (Height / Width), compression settings, output color space (sRGB), Mip Gen Settings, LOD level (LODBias), texture group, RGB maximum display color value in DX5 default compression mode (RGBMMax Value), flip channel color value, and setting the texture name. The effect of each parameter on the generated second target material texture is the same as the effect on the generated first target material texture.

[0083] Unlike the generation steps of the first target material map described above, since each channel of a multi-channel material map can store information, the user needs to select the target integration channel to perform the integration. Figure 7 As shown in the upper part, for the R channel of the second target material map to be generated, the user can select the target integration channel corresponding to the R channel from the selection control in the right part (e.g., Figure 7 The code selects the R channel of multiple multi-channel material maps as the R channel of the second target material map to be generated. Of course, other channels can also be selected, such as the G channel, B channel, or A channel. Similarly, the G channel, B channel, A channel, etc., of the second target material map to be generated can be selected. Then, by triggering the "Click to Generate" control, the second target material is written into the dynamic rendering target, so as to generate the adjusted second target material map based on the dynamic rendering target.

[0084] It should be explained that, taking the R channel of the second target material map to be generated as an example, when the Blueprint integrates the information covered by the R channels of multiple multi-channel material maps into the R channel of the second target material map to be generated, it can multiply the 4-dimensional vector passed in by the Blueprint and take the maximum value to obtain the color channel after the integration of each color channel, thereby forming the adjusted second target material map.

[0085] Furthermore, for multi-channel material textures that store information in both RGBA channels, many different compression formats are supported. However, the required texture sampling node format in the material differs for each type of texture under each compression format. Therefore, it is necessary to filter the texture format obtained from the blueprint and transmit the parameters. Understandably, different compression formats (such as ASTC, ETC2, DXT, BC7, etc.) will significantly affect the storage method, precision, and interpolation behavior of pixel data. This directly determines the configuration of sampling nodes in the material shader—for example, some compression formats force the use of bilinear interpolation at the hardware level, while others support anisotropic filtering or lossless decompression. If the sampling methods do not match, it will lead to color distortion, edge artifacts, or broken alpha channels. Therefore, the above filtering process facilitates a more precise mapping to the sampler state of the material instance.

[0086] Example 3: Channel switching function.

[0087] In one alternative embodiment of this disclosure, a graphical user interface is provided via Unreal Engine to create a dynamic material functionality instance, including: displaying a channel swapping control on the graphical user interface; and creating a channel swapping functionality instance in response to a third triggering operation on the channel swapping control.

[0088] For example, continue to refer to Figure 5 As shown, a "Channel Swap" control is displayed on the graphical user interface. Then, in response to the third trigger operation of the Channel Swap control, the UE engine can create a Channel Swap function instance so that the channel swap function for the initial material map can be implemented later.

[0089] Based on the above embodiments, the method may further include: for each color channel of the third target material map to be generated, determining a target exchange channel from the initial material map to exchange with each second color channel of the third target material map, so as to perform channel exchange of the initial material map.

[0090] The channel swapping function is used to transfer information stored in one channel of the initial material map to another channel, such as transferring information from the R channel of the initial material map to the B channel, or transferring information from the B channel to the A channel.

[0091] Reference Figure 8 As shown, for the initial material map (also called the original texture), a new third target material map can be obtained by performing channel swapping on the initial material map. For example, Figure 8 For the R channel of the third target material texture to be generated (corresponding to) Figure 8 The "R From" parameter allows direct selection of the target switching channel via a selection component. For example, corresponding to... Figure 8The displayed "Red Channel" can be changed to "Green Channel" via the drop-down menu. This means that the G channel of the initial material map is transferred to the R channel of the third target material map, realizing the exchange of information between the G channel and the R channel.

[0092] During the implementation process in the blueprint, the selected target exchange channel can be converted into a 4-dimensional vector and passed into the material to determine the channel information required for the third target material texture to be generated. For each of the four channels, the max function is used to take the maximum value, and finally the channels are merged to obtain a new third target material texture.

[0093] It is important to emphasize that the storage path of the newly generated third target material map is the same as that of the initial material map, so as to facilitate system management and retrieval.

[0094] Example 4: Channel separation function.

[0095] In one alternative embodiment of this disclosure, a graphical user interface is provided via Unreal Engine to create a dynamic material functionality instance, including: displaying a channel separation control on the graphical user interface; and creating a channel separation functionality instance in response to a fourth trigger operation on the channel separation control.

[0096] For example, continue to refer to Figure 5 As shown, the "Channel Separation" control is displayed on the graphical user interface. Then, in response to the fourth trigger operation of the Channel Separation control, the UE engine can create an instance of the Channel Separation function so that the channel separation function for the initial material map can be implemented later.

[0097] The channel separation function is used to separate multiple channels of the initial material map to generate a material map for each channel. Therefore, the final generated fourth target material map is the material map corresponding to each channel.

[0098] In one optional embodiment of this disclosure, when performing the step of writing the target material generated based on the adjusted function instance parameters into the dynamic rendering target in response to reading the adjusted function instance parameters, the method includes: displaying the third function instance parameters to be adjusted on the graphical user interface; and in response to reading the adjusted third function instance parameters, inputting each third color channel of a single multi-channel material map into a pre-configured separation function, so that the separation function performs channel separation on the multi-channel material map based on the adjusted third function instance parameters to obtain a fourth target material map corresponding to multiple channels.

[0099] The third function instance parameters include at least one of the following: texture resolution options (Height / Width), compression settings, Mip level settings, LOD level (LODBias), texture group, and the maximum RGB display color value (RGBMMaxValue) in DX5 default compression mode. For example, combined with... Figure 9 The graphical user interface shown displays the parameters for the third function instance involved in the channel separation feature. Users can freely select from the drop-down controls and options provided for each parameter. After adjustment, the channel separation operation for a single multi-channel texture map can be initiated by selecting the "Click to Generate" control.

[0100] For example, the user can display the third function instance parameters in the provided graphical user interface for the user to adjust according to their own needs. Then, after reading the third function instance parameters adjusted by the user, each third color channel of a single multi-channel material map can be directly input into the pre-configured separation function, so that the separation function can perform channel separation on the multi-channel material map based on the adjusted third function instance parameters to obtain the fourth target material map corresponding to multiple channels.

[0101] For example, a single multi-channel material map is a 4-channel material map of R, G, B, and A. The material logic flow in this node editor is as follows: Load the RGBA map through the image texture node to ensure correct UV mapping; then use the "Separate Color" node (such as Blender's "Separate Color") to split out the R, G, B, and A channels, where the A channel corresponds to the transparency information, and then generate a fourth target material map for each of the separated channels.

[0102] Understandably, this feature allows users to adjust individual channels or combine channels to provide greater functionality.

[0103] Example 5: Color modification function.

[0104] In one alternative embodiment of this disclosure, a graphical user interface is provided via Unreal Engine to create a dynamic material functionality instance, including: displaying a color modification control on the graphical user interface; and creating a color modification functionality instance in response to a fifth trigger operation on the color modification control.

[0105] For example, continue to refer to Figure 5As shown, a "color modification" control is displayed on the graphical user interface. Then, in response to the fifth trigger operation of the color modification control, the UE engine can create an instance of the color modification function so that the color modification function of the initial material texture can be implemented later.

[0106] Based on the above embodiments, when performing the step of writing the target material generated based on the adjusted function instance parameters into the dynamic rendering target in response to reading the adjusted function instance parameters, it may specifically include: displaying the fourth function instance parameters to be adjusted on the graphical user interface.

[0107] For example, the fourth function instance parameters to be adjusted are displayed on the graphical user interface so that users can adjust them according to their own needs.

[0108] In one optional embodiment of this disclosure, the fourth functional instance parameter includes at least one of the following: color correction, channel inversion, color levels, brightness and brightness curve, saturation, color shift parameter, and color attribute reset. (See also...) Figure 10 As shown, the graphical user interface for color modification functions displays color correction, channel inversion, levels, brightness, brightness curve, hue, color offset, texture naming, attribute reset, and other functions.

[0109] Based on the above embodiments, when performing the step of responding to reading the adjusted fourth function instance parameters, writing the target material generated based on the adjusted fourth function instance parameters into the dynamic rendering target, and obtaining the fifth target material texture with modified color, the target material with modified color can be automatically generated based on the modified fourth function instance parameters.

[0110] Next, taking the fourth function instance parameter, which includes color levels, as an example, we will provide an exemplary description of the process of modifying the fourth function instance parameter.

[0111] In one optional embodiment of this disclosure, the color gradation includes dark, mid-tone, and light colors. In the graphical user interface, the range of dark color gradation parameters is represented by a dark color slider and the currently selected dark color gradation parameter is represented by the position of the dark slider on the dark color slider. The range of dark color gradation parameters is represented by a light color slider and the currently selected light color gradation parameter is represented by the position of the light slider on the light color slider. The range of mid-tone color gradation parameters is represented by a mid-tone slider and the currently selected mid-tone color gradation parameter is represented by the position of the mid-tone slider on the mid-tone slider.

[0112] In response, the method further includes: in response to receiving a first sliding operation on the dark slider on the dark slider bar, determining the first slider position after the dark slider slides; in response to receiving a second sliding operation on the light slider on the light slider bar, determining the second slider position after the light slider slides; interpolating based on the initial position of the intermediate slider on the intermediate slider bar, the first slider position, and the second slider position to obtain the target position of the intermediate slider on the intermediate slider bar, and controlling the intermediate slider to adjust to the target position on the intermediate slider bar.

[0113] In this embodiment, the user adjusts the position of the dark slider by performing a first sliding operation on the dark slider on the dark slider bar, thereby adjusting the dark color level within the dark color value range. The user also adjusts the position of the light slider by performing a second sliding operation on the light slider on the light slider bar, thereby adjusting the light color level within the light color value range.

[0114] The positions of the light and dark slider buttons will affect the position of the middle color slider. Therefore, it is necessary to obtain the difference between the frame before the sliding operation and the frame after the sliding operation, and interpolate the positions of the first and second sliders in the next frame based on the initial position of the middle color slider on the middle color slider bar to obtain the target position of the middle color slider on the middle color slider bar, and then automatically adjust the middle color slider to the target position on the middle color slider bar.

[0115] Then, in response to reading the adjusted fourth function instance parameters, Unreal Engine can write the target material generated based on the adjusted fourth function instance parameters into the dynamic rendering target.

[0116] In an optional embodiment of this disclosure, before writing the target material generated based on the adjusted fourth function instance parameters into the dynamic rendering target in response to reading the adjusted fourth function instance parameters, the method may further include: converting the initial material map from a first color space to a second color space, so as to write the target material generated based on the adjusted fourth function instance parameters into the dynamic rendering target in the second color space.

[0117] The first color space can be a texture under the RGB color channel, and the second color space can be the HSV color space.

[0118] For example, when performing color modification, it is necessary to first convert the initial material texture in the RGB color channel to the HSV color space, and then perform color adjustment in the HSV color space.

[0119] It's important to explain that the RGB color space describes color using three channels (R, G, and B) with values ​​ranging from 0 to 255, presented as a cube model, directly corresponding to the light mixing principle of display devices. The HSV color space, on the other hand, decomposes color into hue (0-360°, corresponding to the number of color types), saturation (0-1, the vividness of the color), and value (0-1, the brightness of the color), presented as a cylindrical model, which better aligns with human visual perception of "color-saturation-brightness." Therefore, when adjusting texture colors in Unreal Engine, you can directly drag the Hue slider to change the number of color types, adjust Saturation to control vividness, and modify Value to control brightness, making the operation more efficient.

[0120] This embodiment requires that the initial material texture under the RGB color channel be converted to the HSV color space before performing the color modification function, and then the color adjustment is performed in the HSV color space. This is more in line with the color modification logic of UE and other DCC (Digital Content Creation) software, and the way the HSV space describes color is more in line with human visual perception and color adjustment needs, thereby improving the visual effect.

[0121] Understandably, after completing the color modification function, the texture in the second color space can be converted to the first color space and saved and displayed so that it can be adjusted in conjunction with other functions, thereby improving the efficiency of texture processing.

[0122] In one optional embodiment of this disclosure, an initial material map and a fifth target material map with modified colors are displayed in a graphical user interface; For example, in order to improve the efficiency of texture processing and avoid repeated operations due to the fifth target texture map after color modification still not meeting the user's needs, the initial texture map before color modification and the fifth target texture map after color modification can be displayed simultaneously in the graphical user interface so that the user can preview in real time, greatly shorten the iteration cycle and improve the creation efficiency.

[0123] It needs to be emphasized that, referring to Figure 10 As shown, the method also provides a parameter reset function, that is, when the user needs to readjust the parameters, he / she can reset the parameters directly with one click without having to exit and re-enter, or adjust them one by one, thus improving the user's operating efficiency.

[0124] Example 6: Size modification function.

[0125] In one alternative embodiment of this disclosure, a graphical user interface is provided via Unreal Engine to create a dynamic material functionality instance, including: displaying a size modification control on the graphical user interface; and creating a size modification functionality instance in response to a sixth trigger operation on the size modification control.

[0126] For example, continue to refer to Figure 5 As shown, a "Size Fit" control (corresponding to the size modification control in this embodiment) is displayed on the graphical user interface. Then, in response to the sixth trigger operation of the size modification control, the UE engine can create a size modification function instance so that the size modification function of the initial material map can be implemented later.

[0127] Based on the above embodiments, when performing the step of writing the target material generated based on the adjusted function instance parameters into the dynamic rendering target in response to reading the adjusted function instance parameters, it may specifically include: displaying the fifth function instance parameters to be adjusted and an automatic size adaptation control on the graphical user interface, wherein the fifth function instance parameters are image size parameters; in response to selecting the automatic size adaptation control, obtaining the initial size of the initial material texture; if the initial size does not meet the preset numerical constraint conditions, adjusting the initial size to the first target size so that the size of the adjusted sixth target material texture meets the preset numerical constraint conditions.

[0128] The first target size is greater than the initial size and equal to the smallest power of 2 corresponding to the initial size; the initial size includes the width and height.

[0129] For example, the graphical user interface provides an automatic size adaptation control for the system to adaptively modify the size; simultaneously, the graphical user interface also provides a user-defined control for manual adjustment by the user. Regarding the method of adaptive size modification by the system, when the virtual engine detects that the user has selected the automatic size adaptation control, the adaptive size modification process is initiated.

[0130] Specifically, the initial size of the initial material texture is obtained, and it is determined whether the initial size meets the preset numerical constraints. If it does not meet the constraints, the initial size is adjusted to the first target size so that the size of the adjusted sixth target material texture meets the preset numerical constraints.

[0131] The preset numerical constraint condition refers to the width and height of the dimension both satisfying 2. n (n is a positive integer) to meet the underlying optimization requirements of the graphics rendering engine for texture processing, thereby improving memory utilization efficiency and loading speed. Therefore, when it is detected that either the width or height parameter in the initial size does not meet the preset numerical constraints, that is, when the width / height of the initial size is not a power of 2, it can be rounded up to the nearest power of 2 (e.g., 2^33 → 256, 2^66 → 512) to ensure that the width and height are independently adapted and both meet the preset numerical constraints.

[0132] For example, if Unreal Engine detects that the initial size of the initial texture map is 233x266, it can adaptively modify it to 256x512 based on the above embodiment.

[0133] When the user chooses to adjust manually, in an optional embodiment of this disclosure, the method further includes: in response to the automatic size adaptation control not being selected, obtaining the adjusted second target size; and adjusting the size of the initial material map based on the adjusted second target size to obtain the adjusted sixth target material map.

[0134] In this embodiment, combined with Figure 11 The graphical user interface corresponding to the color modification function shown allows users to directly select the desired size from the drop-down controls corresponding to Width and Height. The width and height dimensions provided in the Width and Height drop-down controls both meet the requirement of 2. n (n is a positive integer).

[0135] Example 7: Shadow overlay function.

[0136] In one alternative embodiment of this disclosure, a graphical user interface is provided via Unreal Engine to create a dynamic material functionality instance, including: displaying a shadow overlay control on the graphical user interface; and creating a shadow overlay functionality instance in response to a seventh trigger operation on the shadow overlay control.

[0137] For example, continue to refer to Figure 5 As shown, the "Shadow Overlay" control is displayed on the graphical user interface. Then, in response to the seventh trigger operation of the Shadow Overlay control, the UE engine can create an instance of the Shadow Overlay function so that the shadow overlay function on the initial material map can be implemented later.

[0138] Based on the above embodiments, in response to reading the adjusted function instance parameters, the target material generated based on the adjusted function instance parameters is written into the dynamic rendering target, including: displaying the sixth function instance parameters to be adjusted on the graphical user interface, the sixth function instance parameters including at least the lighting direction parameters and the sun altitude parameters; in response to reading the adjusted lighting direction parameters and the sun altitude parameters, converting the adjusted lighting direction parameters and the sun altitude parameters into lighting vectors; performing a dot product operation between the lighting vectors and the normal vectors to obtain a first shadow map; and generating a seventh target material map with shadow effects based on the initial material map and the first shadow map.

[0139] For example, the shadow overlay function combines normal vectors into the initial material map, increasing the volume and thickness of the initial material map. Furthermore, in some cases, it can achieve the effect of normal calculation without needing a normal map, saving performance while improving the texture's appearance.

[0140] Specifically, refer to Figure 12A As shown, the graphical user interface displays the sixth function instance parameters to be adjusted, which include the illumination direction parameter and the solar altitude parameter. Users can adjust the illumination direction parameter (X, Y) and the solar altitude parameter (Z), and convert the adjusted illumination direction parameter and solar altitude parameter into floating-point values, thereby merging the above three floating-point values ​​into a three-dimensional vector for simulating the illumination vector.

[0141] After obtaining the lighting vector, a dot product operation can be performed between the lighting vector and the normal vector (e.g., using the dot function) to obtain the grayscale value (i.e., the first shadow map). In this process, the dot product of the lighting vector (the unit vector pointing towards the light source) and the normal vector (the unit vector pointing towards the surface) has a value in the range [-1, 1], which geometrically represents the cosine of the angle between the two vectors. When the angle is 0° (perpendicular illumination), the result is 1 (pure white); at 90°, it is 0 (pure black); and when the angle is greater than 90°, it is a negative value (indicating that the light is shining on the back of the surface, usually considered as no illumination).

[0142] Finally, a seventh target material map with shadow effects can be generated based on the initial material map and the first shadow map.

[0143] Based on the above embodiments, in an optional embodiment of this disclosure, the method may further include: obtaining an ambient light occlusion map; multiplying the first shadow map with the ambient light occlusion map to obtain a second shadow map, so as to generate an eighth target material map carrying shadow effects based on the initial material map and the second shadow map.

[0144] For example, when the user provides an ambient occlusion map, the first shadow map can be multiplied with the ambient occlusion map to obtain a second shadow map, so as to generate an eighth target material map with shadow effects based on the initial material map and the second shadow map.

[0145] It should be noted that if an ambient occlusion (AO) map exists, multiplying the dot product result by the grayscale value of the AO map can simulate shadow occlusion in surface details (such as darkening of wrinkles and recessed areas), enhancing the realism of the image. Furthermore, the grayscale value of the AO map itself already reflects the occlusion intensity, and superimposing it with the illumination intensity can further optimize the lighting and shadow levels.

[0146] Optionally, the numerical range [-1, 1] represented by the above grayscale values ​​can be restricted to be between 0 and 1. That is, the negative value part is discarded (to avoid the influence of backlighting), and the final grayscale information is the basic brightness value of the surface diffuse reflection lighting, which can be directly used for shading or superimposed with the initial material map to calculate the final pixel color.

[0147] Figure 12A , Figure 12B The image shows that, with the same image parameters, different lighting direction parameters (X, Y) and solar altitude parameters (Z) produce different shadow effects.

[0148] In one optional embodiment of this disclosure, the sixth functional instance parameters further include at least one of color space conversion, saturation, and brightness. Generating an eighth target material map with shadow effects based on the initial material map and the second shadow map includes: in response to reading at least one of the adjusted color space conversion, saturation, and brightness, performing a color adjustment operation on the initial material map to obtain an intermediate material map; and generating an eighth target material map with shadow effects based on the intermediate material map and the second shadow map.

[0149] For example, refer to Figure 12A As shown, the graphical user interface also provides parameters such as color space conversion, engine function brightness, saturation, contrast, exposure, and texture name. Users can adjust parameters such as color space conversion, saturation, and brightness to obtain an intermediate material map, and then generate an eighth target material map with shadow effects based on the intermediate material map and the second shadow map. The eighth target material map with shadow effects can be a diffuse map.

[0150] In the above embodiments, AO and shadow information are pre-overlaid onto the diffuse map, which can complete the pre-calculation of lighting information at the map level and reduce the number of material samplings at runtime, thereby significantly improving rendering performance, especially suitable for texture optimization on mobile platforms.

[0151] In one optional embodiment of this disclosure, an initial material map is displayed in a graphical user interface, along with a seventh target material map or an eighth target material map with a shadow effect.

[0152] For example, to facilitate real-time previewing of the seventh target material map with shadow effects or the eighth target material map with shadow effects, thereby reducing unnecessary operations, one can refer to... Figure 12A , Figure 12B The preview effect is displayed in real time on the graphical user interface.

[0153] To implement the above-mentioned material mapping processing method, one embodiment of this disclosure provides a material mapping processing apparatus. Figure 13 The schematic diagram illustrates a schematic architecture of a material mapping processing device.

[0154] The material mapping processing device 1300 includes a rendering target creation module 1301, a function instance creation module 1302, and a texture adjustment module 1303.

[0155] The rendering target creation module 1301 is used to create a dynamic rendering target based on the initial material texture in response to Unreal Engine reading the initial material texture to be processed; the function instance creation module 1302 is used to create a dynamic material function instance; the texture adjustment module 1303 is used to write the target material generated based on the adjusted function instance parameters into the dynamic rendering target in response to reading the adjusted function instance parameters, so as to generate the adjusted target material texture based on the dynamic rendering target.

[0156] In an optional embodiment of this disclosure, a graphical user interface is provided via Unreal Engine, and the initial material map includes multiple grayscale material maps. The function instance creation module 1302 is specifically used to: display a first channel integration control on the graphical user interface; and create a first channel integration function instance in response to a first trigger operation on the first channel integration control. The texture adjustment module 1303 is specifically used to: display the first function instance parameters to be adjusted corresponding to the first channel integration function instance on the graphical user interface; wherein the first function instance parameters include at least one or more of the following: material map resolution parameters, compression... The parameters include: scaling parameters, output color space, multi-level progressive texture level, detail level, texture group parameters, maximum display color value in each color channel, inverse channel color value, and the material map name generated after integrating the material map based on the first channel. In response to reading the adjusted first function instance parameters, multiple grayscale material maps are integrated into channels to obtain a multi-channel first target material, which is then written into the dynamic rendering target to generate an adjusted multi-channel first target material map based on the dynamic rendering target. The number of grayscale material maps is the same as the number of channels of the first target material map.

[0157] In an optional embodiment of this disclosure, a graphical user interface is provided through Unreal Engine, and the initial material map consists of multiple multi-channel material maps. Specifically, the function instance creation module 1302 is used to: display a second channel integration control on the graphical user interface; create a second channel integration function instance in response to a second trigger operation on the second channel integration control; and the texture adjustment module 1303 is used to: display the second function instance parameters to be adjusted corresponding to the second channel integration function instance on the graphical user interface; determine a target integration channel from the multiple multi-channel material maps that matches each first color channel in the adjusted second target material map; and in response to reading the adjusted second function instance parameters and the target integration channel, perform channel integration on the target color channels of the multiple multi-channel material maps to obtain a second target material, and write the second target material into a dynamic rendering target to generate an adjusted second target material map based on the dynamic rendering target.

[0158] In an optional embodiment of this disclosure, a graphical user interface is provided via Unreal Engine. The apparatus further includes a channel swapping determination module and a function instance creation module 1302, specifically configured to: display a channel swapping control on the graphical user interface; create a channel swapping function instance in response to a third trigger operation on the channel swapping control; and the channel swapping determination module is configured to: determine, for each color channel of the third target material map to be generated, a target swapping channel from the initial material map to swap with each second color channel of the third target material map, so as to perform channel swapping of the initial material map.

[0159] In an optional embodiment of this disclosure, a graphical user interface is provided through Unreal Engine. The initial material map is a single multi-channel material map. The function instance creation module 1302 is specifically used to display a channel separation control on the graphical user interface; and to create a channel separation function instance in response to a fourth trigger operation on the channel separation control. The texture adjustment module 1303 is specifically used to display the third function instance parameters to be adjusted on the graphical user interface; and to input each third color channel of the single multi-channel material map into a pre-configured separation function in response to reading the adjusted third function instance parameters, so that the separation function performs channel separation on the multi-channel material map based on the adjusted third function instance parameters to obtain a fourth target material map corresponding to multiple channels.

[0160] In an optional embodiment of this disclosure, a graphical user interface is provided through Unreal Engine. The function instance creation module 1302 is specifically used to display a color modification control on the graphical user interface; and to create a color modification function instance in response to a fifth trigger operation on the color modification control. The texture adjustment module 1303 is specifically used to display the fourth function instance parameters to be adjusted on the graphical user interface; and to write the target material generated based on the adjusted fourth function instance parameters into the dynamic rendering target in response to reading the adjusted fourth function instance parameters, thereby obtaining the fifth target material texture after color modification.

[0161] In an optional embodiment of this disclosure, the fourth functional instance parameter includes at least one of the following: color correction, channel inversion, color levels, brightness and brightness curve, saturation, color shift parameter, and color attribute reset.

[0162] In an optional embodiment of this disclosure, the fourth functional instance parameter includes color levels, and the range of dark color level parameters is represented by a dark slider and the currently selected dark color level parameter is represented by the position of the dark slider on the dark slider; the range of dark color level parameters is represented by a light slider and the currently selected light color level parameter is represented by the position of the light slider on the light slider; and the range of intermediate color level parameters is represented by an intermediate color slider and the currently selected intermediate color level parameter is represented by the position of the intermediate color slider on the intermediate color slider. The device may further include a position determination module and a slider. The control module and the position determination module are used to respond to a first sliding operation on the dark slider on the dark slider bar and determine the first slider position after the dark slider has slid; the position determination module is also used to respond to a second sliding operation on the light slider on the light slider bar and determine the second slider position after the light slider has slid; the slider control module is used to interpolate based on the initial position of the intermediate slider on the intermediate slider bar, the first slider position, and the second slider position to obtain the target position of the intermediate slider on the intermediate slider bar, and to control the intermediate slider to adjust to the target position on the intermediate slider bar.

[0163] In an optional embodiment of this disclosure, the apparatus may further include a space conversion module for converting the initial material map from a first color space to a second color space, so as to write the target material generated based on the adjusted fourth function instance parameters into the dynamic rendering target in the second color space.

[0164] In an optional embodiment of this disclosure, a graphical user interface is provided through Unreal Engine. The function instance creation module 1302 is specifically used to: display a size modification control on the graphical user interface; and create a size modification function instance in response to a sixth trigger operation on the size modification control. The texture adjustment module 1303 is specifically used to: display the fifth function instance parameters to be adjusted and an automatic size adaptation control on the graphical user interface, wherein the fifth function instance parameters are image size parameters; and obtain the initial size of the initial material texture in response to selecting the automatic size adaptation control; if the initial size does not meet the preset numerical constraint conditions, adjust the initial size to a first target size so that the size of the adjusted sixth target material texture meets the preset numerical constraint conditions; wherein the first target size is greater than the initial size and equal to the smallest power of 2 value corresponding to the initial size.

[0165] In an optional embodiment of this disclosure, the device may further include a size acquisition module and a size adjustment module. The size acquisition module is used to acquire an adjusted second target size in response to the automatic size adaptation control not being selected. The size adjustment module is used to adjust the size of the initial material map according to the adjusted second target size to obtain an adjusted sixth target material map.

[0166] In an optional embodiment of this disclosure, a graphical user interface is provided via Unreal Engine. A function instance creation module 1302 is specifically used to display a shadow overlay control on the graphical user interface; in response to a seventh trigger operation on the shadow overlay control, a shadow overlay function instance is created; a texture adjustment module 1303 is specifically used to display sixth function instance parameters to be adjusted on the graphical user interface, the sixth function instance parameters including at least a lighting direction parameter and a solar altitude parameter; in response to reading the adjusted lighting direction parameter and solar altitude parameter, the module converts the adjusted lighting direction parameter and solar altitude parameter into a lighting vector; performs a dot product operation between the lighting vector and the normal vector to obtain a first shadow texture; and generates a seventh target material texture carrying a shadow effect based on the initial material texture and the first shadow texture.

[0167] In an optional embodiment of this disclosure, the device may further include a masking map acquisition module and a texture multiplication module. The masking map acquisition module is used to acquire an ambient light masking map. The texture multiplication module is used to multiply the first shadow texture with the ambient light masking map to obtain a second shadow texture, so as to generate an eighth target material texture with shadow effects based on the initial material texture and the second shadow texture.

[0168] In an optional embodiment of this disclosure, the sixth functional instance parameters further include at least one of color space conversion, saturation, and brightness. The texture adjustment module 1303 is specifically used to perform a color adjustment operation on the initial material texture in response to reading at least one of the adjusted color space conversion, saturation, and brightness to obtain an intermediate material texture; and to generate an eighth target material texture with shadow effects based on the intermediate material texture and the second shadow texture.

[0169] In an optional embodiment of this disclosure, the device may further include a texture display module, which is used to display a single multi-channel material texture and a fourth target material texture after channel separation in a graphical user interface; or, the texture display module is used to display an initial material texture and a seventh target material texture or an eighth target material texture with shadow effects in a graphical user interface.

[0170] The material mapping processing apparatus 1300 provided in this embodiment can execute the technical solution of the material mapping processing method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the material mapping processing method. Please refer to the implementation principle and beneficial effects of the material mapping processing method. It will not be repeated here.

[0171] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.

[0172] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0173] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0174] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0175] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, radio frequency (RF), or any suitable combination thereof.

[0176] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0177] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.

[0178] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely in hardware, entirely in software (including firmware, microcode, etc.), or in a combination of hardware and software, collectively referred to herein as “circuit,” “module,” or “system.”

[0179] The following reference Figure 14 To describe an electronic device 1400 according to this embodiment of the present invention. Figure 14 The electronic device 1400 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of the present invention.

[0180] like Figure 14 As shown, the electronic device 1400 is manifested in the form of a general-purpose computing device. The components of the electronic device 1400 may include, but are not limited to: at least one processing unit 1410, at least one storage unit 1420, a bus 1430 connecting different system components (including storage unit 1420 and processing unit 1410), and a display unit 1440.

[0181] The storage unit stores program code, which can be executed by the processing unit 1410 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 1410 can perform actions such as... Figure 3 Steps S301 to S303 are shown in the diagram.

[0182] Storage unit 1420 may include readable media in the form of volatile storage units, such as random access memory (RAM) 14201 and / or cache memory 14202, and may further include read-only memory (ROM) 14203.

[0183] Storage unit 1420 may also include a program / utility 14204 having a set (at least one) of program modules 14205, such program modules 14205 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.

[0184] Bus 1430 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0185] Electronic device 1400 can also communicate with one or more external devices 2000 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1400, and / or any device that enables electronic device 1400 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1450. Furthermore, electronic device 1400 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1460. As shown, network adapter 1460 communicates with other modules of electronic device 1400 via bus 1430. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1400, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, Redundant Arrays of Independent Disks (RAID) systems, tape drives, and data backup storage systems.

[0186] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0187] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0188] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0189] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0190] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A material mapping processing method, characterized in that, include: In response to Unreal Engine reading the initial material map to be processed, a dynamic rendering target is created for the initial material map; Create a dynamic material feature instance; In response to reading the adjusted function instance parameters, the target material generated based on the adjusted function instance parameters is written into the dynamic rendering target to generate an adjusted target material texture based on the dynamic rendering target.

2. The method according to claim 1, characterized in that, The graphical user interface is provided through Unreal Engine, and the initial material map contains multiple grayscale material maps. The instance of the dynamic material creation function includes: The first channel integration control is displayed on the graphical user interface; In response to a first trigger operation on the first channel integration control, a first channel integration function instance is created; The step of responding to the read adjusted function instance parameters by writing the target material generated based on the adjusted function instance parameters into the dynamic rendering target, and generating an adjusted target material texture based on the dynamic rendering target, includes: The graphical user interface displays the parameters of the first function instance to be adjusted corresponding to the first channel integration function instance; wherein, the parameters of the first function instance include at least one or more of the following: material map resolution parameters, compression format parameters, output color space, multi-level progressive texture level, detail level level, texture group parameters, maximum display color value in each color channel, inverse channel color value, and material map name generated according to the material map after the first channel integration processing; In response to reading the adjusted first function instance parameters, the multiple grayscale material textures are channel-integrated to obtain a multi-channel first target material, and the multi-channel first target material is written into the dynamic rendering target to generate an adjusted multi-channel first target material texture based on the dynamic rendering target; wherein, the number of grayscale material textures is the same as the number of channels of the first target material texture.

3. The method according to claim 1, characterized in that, The graphical user interface is provided through Unreal Engine, and the initial material map consists of multiple multi-channel material maps. The instance of the dynamic material creation function includes: The second channel integration control is displayed on the graphical user interface; In response to a second trigger operation on the second channel integration control, a second channel integration function instance is created; The step of responding to the read adjusted function instance parameters by writing the target material generated based on the adjusted function instance parameters into the dynamic rendering target, and generating an adjusted target material texture based on the dynamic rendering target, includes: The graphical user interface displays the parameters of the second function instance to be adjusted, corresponding to the second channel integration function instance. From the multiple multi-channel texture maps, determine the target integrated channel that matches each first color channel in the adjusted second target texture map; In response to reading the adjusted second function instance parameters and the target integration channel, the target color channels of the multiple multi-channel material maps are integrated to obtain a second target material, and the second target material is written into the dynamic rendering target to generate an adjusted second target material map based on the dynamic rendering target.

4. The method according to claim 1, characterized in that, The creation of dynamic materials, provided through the Unreal Engine's graphical user interface, includes the following instances: The channel switching control is displayed on the graphical user interface; In response to a third trigger operation on the channel switching control, a channel switching function instance is created; The method further includes: For each color channel of the third target material map to be generated, a target exchange channel is determined from the initial material map to exchange with each second color channel of the third target material map, so as to perform the channel exchange of the initial material map.

5. The method according to claim 1, characterized in that, The graphical user interface is provided through Unreal Engine. The initial material map is a single multi-channel material map. The instance of the dynamic material creation function includes: The channel separation control is displayed on the graphical user interface; In response to the fourth trigger operation for the channel separation control, a channel separation function instance is created; The step of responding to reading the adjusted function instance parameters and writing the target material generated based on the adjusted function instance parameters into the dynamic rendering target includes: The parameters of the third function instance to be adjusted are displayed on the graphical user interface; In response to reading the adjusted third function instance parameters, each third color channel of the single multi-channel material map is input into a pre-configured separation function, so that the separation function performs channel separation on the multi-channel material map based on the adjusted third function instance parameters to obtain a fourth target material map corresponding to multiple channels.

6. The method according to claim 1, characterized in that, The creation of dynamic materials, provided through the Unreal Engine's graphical user interface, includes the following instances: Display color modification controls on the graphical user interface; In response to the fifth trigger operation on the color modification control, a color modification function instance is created; The step of responding to reading the adjusted function instance parameters and writing the target material generated based on the adjusted function instance parameters into the dynamic rendering target includes: The parameters of the fourth function instance to be adjusted are displayed on the graphical user interface; In response to reading the adjusted fourth function instance parameters, the target material generated based on the adjusted fourth function instance parameters is written into the dynamic rendering target to obtain the fifth target material texture with modified color.

7. The method according to claim 6, characterized in that, The fourth function instance parameters include at least one of the following: color correction, channel inversion, color levels, brightness and brightness curve, saturation, color offset parameters, and color attribute reset.

8. The method according to claim 7, characterized in that, The fourth functional instance parameters include color levels, and the range of dark color level parameters is represented by a dark slider and the currently selected dark color level parameter is represented by the position of the dark slider on the dark slider; the range of dark color level parameters is represented by a light slider and the currently selected light color level parameter is represented by the position of the light slider on the light slider; and the range of intermediate color level parameters is represented by a mid-tone slider and the currently selected mid-tone color level parameter is represented by the position of the mid-tone slider on the mid-tone slider. The method further includes: In response to receiving a first sliding operation on the dark slider on the dark slider bar, determine the first slider position after the dark slider has slid; In response to receiving a second sliding operation on the bright slider on the bright slider bar, determine the position of the second slider after the bright slider has slid; Interpolation is performed based on the initial position of the intermediate color slider on the intermediate color slider bar, the position of the first slider, and the position of the second slider bar to obtain the target position of the intermediate color slider on the intermediate color slider bar, and the intermediate color slider is controlled to adjust to the target position on the intermediate color slider bar.

9. The method according to claim 6, characterized in that, Before writing the target material generated based on the adjusted fourth function instance parameters into the dynamic rendering target in response to reading the adjusted fourth function instance parameters, the method further includes: The initial material map is converted from the first color space to the second color space, so that the target material generated based on the adjusted fourth function instance parameters is written into the dynamic rendering target in the second color space.

10. The method according to claim 1, characterized in that, The creation of dynamic materials, provided through the Unreal Engine's graphical user interface, includes the following instances: Display size modification controls on the graphical user interface; In response to the sixth trigger operation for the size modification control, a size modification function instance is created; The step of responding to reading the adjusted function instance parameters and writing the target material generated based on the adjusted function instance parameters into the dynamic rendering target includes: The graphical user interface displays the fifth function instance parameters to be adjusted and an automatic size adaptation control, wherein the fifth function instance parameters are image size parameters; In response to selecting the automatic size adaptation control, the initial size of the initial material map is obtained; If the initial size does not meet the preset numerical constraint, the initial size is adjusted to the first target size so that the size of the adjusted sixth target material texture meets the preset numerical constraint; wherein, the first target size is greater than the initial size and equal to the smallest power of 2 value corresponding to the initial size.

11. The method according to claim 10, characterized in that, The method further includes: In response to the automatic size adaptation control not being selected, obtain the adjusted second target size; Based on the adjusted second target size, the size of the initial material map is adjusted to obtain the adjusted sixth target material map.

12. The method according to claim 1, characterized in that, The creation of dynamic materials, provided through the Unreal Engine's graphical user interface, includes the following instances: Display a shadow overlay control on the graphical user interface; In response to the seventh triggered operation for the shadow overlay control, a shadow overlay function instance is created; The step of responding to reading the adjusted function instance parameters and writing the target material generated based on the adjusted function instance parameters into the dynamic rendering target includes: The sixth function instance parameters to be adjusted are displayed on the graphical user interface. The sixth function instance parameters include at least the illumination direction parameter and the solar altitude parameter. In response to reading the adjusted illumination direction parameters and solar altitude parameters, the adjusted illumination direction parameters and solar altitude parameters are converted into illumination vectors; The first shadow map is obtained by performing a dot product operation between the lighting vector and the normal vector. A seventh target material map with shadow effects is generated based on the initial material map and the first shadow map.

13. The method according to claim 12, characterized in that, The method further includes: Obtain the ambient occlusion map; The first shadow map is multiplied with the ambient occlusion map to obtain the second shadow map, so as to generate an eighth target material map with shadow effects based on the initial material map and the second shadow map.

14. The method according to claim 13, characterized in that, The sixth function instance parameters also include at least one of color space conversion, saturation, and brightness. Based on the initial material map and the second shadow map, an eighth target material map with shadow effects is generated, including: In response to reading at least one of the adjusted color space conversion, saturation, and brightness, a color adjustment operation is performed on the initial material texture to obtain an intermediate material texture. Based on the intermediate material map and the second shadow map, an eighth target material map with shadow effects is generated.

15. The method according to any one of claims 6, 12 to 14, characterized in that, The method further includes: The initial texture map and the fifth target texture map after color modification are displayed in the graphical user interface. Alternatively, the initial texture map and a seventh target texture map with shadow effects or an eighth target texture map with shadow effects may be displayed in the graphical user interface.

16. A material mapping processing device, characterized in that, The device includes: The render target creation module is used to create a dynamic render target for the initial material map to be processed in response to Unreal Engine reading the initial material map; The Function Instance Creation Module is used to create dynamic material function instances; The texture adjustment module is used to respond to the read adjusted function instance parameters, write the target material generated based on the adjusted function instance parameters into the dynamic rendering target, and generate the adjusted target material texture based on the dynamic rendering target.

17. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the material mapping processing method according to any one of claims 1 to 15.

18. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the material mapping processing method according to any one of claims 1 to 15 by executing the executable instructions.