CN111240736B - Model configuration method, device, equipment and storage medium - Google Patents

Model configuration method, device, equipment and storage medium Download PDF

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Publication number
CN111240736B
CN111240736B CN202010057450.XA CN202010057450A CN111240736B CN 111240736 B CN111240736 B CN 111240736B CN 202010057450 A CN202010057450 A CN 202010057450A CN 111240736 B CN111240736 B CN 111240736B
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files
models
configuration
file
model
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CN111240736A (en
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周振
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • G06F8/71Version control; Configuration management

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Abstract

The application provides a method, a device, equipment and a storage medium for model configuration, and relates to the technical field of model configuration. The method comprises the following steps: acquiring material files of all models in a target set, wherein all models in the target set correspond to the same shader file; acquiring material parameters corresponding to the shader files through material files of target models in the target set; and responding to the modification of the material parameters corresponding to the target model, and modifying the material parameters of the shader files corresponding to the material files of all models in the target set. Compared with the prior art, the problem that the game development efficiency is influenced due to low configuration efficiency caused by incapability of configuring material parameters of a plurality of models in batches is solved.

Description

Model configuration method, device, equipment and storage medium
Technical Field
The present application relates to the field of model configuration technologies, and in particular, to a method, an apparatus, a device, and a storage medium for model configuration.
Background
The game three-dimensional art resources are generally resources such as models and maps made by digital asset making software (such as Max software, maya software and Houdini software). The model created by the digital asset creation software also needs to be exported to be a resource that can be used by the game engine to display the game resource within the game.
The process of importing the model into the game engine involves the configuration of the material file, the conversion of the format, the transfer of the mapping reference relationship and the like.
In the prior art, only the material parameters of one model can be configured at a time, files of the model in an engine are required to be found in each configuration, the material used by the model is found in a project resource directory, and then some material parameters are adjusted, so that the process is very complicated, the operability is poor, time is wasted, the material files of a plurality of models cannot be configured in batch, and the configuration efficiency is low.
Disclosure of Invention
An object of the present application is to provide a method, an apparatus, a device, and a storage medium for model configuration, so as to solve the problem that the configuration efficiency is low due to the fact that material files of multiple models cannot be configured in batch in the prior art.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides a method for configuring a model, where the method includes:
acquiring material files of all models in a target set, wherein all models in the target set correspond to the same shader file;
acquiring material parameters corresponding to the shader file through a material file of a target model in the target set;
and responding to the modification of the material parameters corresponding to the target model, and modifying the material parameters of the shader files corresponding to the material files of all models in the target set.
Optionally, the method further comprises:
acquiring configuration files of all models in the target set;
responding to the selection operation of a configuration file aiming at any model, and displaying the configuration parameters corresponding to the configuration file;
and in response to the modification of the configuration parameters corresponding to the configuration files, modifying the configuration parameters of the configuration files of all the models in the target set.
Optionally, the set of objects is located within a three-dimensional animation tool or within a game engine.
Optionally, the method further comprises:
and sending the modified material file to a game engine.
Optionally, the method further comprises:
the modified configuration file is sent to the game engine.
Optionally, in response to the modification of the material parameters corresponding to the target model, modifying the material parameters of the shader files corresponding to the material files of all models in the target set includes:
responding to a shader file corresponding to the material file of the target model to perform material ball selection operation, and reading material parameters of the material balls;
and modifying the material parameters of the shader files corresponding to the material files of all models in the target set according to the material parameters of the material ball.
Optionally, in response to the modification of the material parameters corresponding to the target model, modifying the material parameters of the shader file corresponding to the material files of all models in the target set includes:
and responding to the selection operation of preset maps aiming at the shader files corresponding to the material files of the target model, and modifying the material parameters of the shader files corresponding to the material files of all models in the target set according to the selected preset maps.
In a second aspect, another embodiment of the present application provides an apparatus for model configuration, the apparatus including: an acquisition module and a modification module, wherein:
the acquisition module is used for acquiring material files of all models in a target set, wherein all models in the target set correspond to the same shader file;
the acquisition module is further configured to acquire material parameters corresponding to the shader file through a material file of a target model in the target set;
and the modification module is used for responding to modification of the material parameters corresponding to the target model and modifying the material parameters of the shader files corresponding to the material files of all models in the target set.
Optionally, the apparatus further comprises: a display module, wherein:
the acquisition module is further used for acquiring configuration files of all models in the target set;
the display module is used for responding to the selection operation of the configuration file aiming at any model and displaying the configuration parameters corresponding to the configuration file;
the modification module is further configured to modify the configuration parameters of the configuration files of all models in the target set in response to modification of the configuration parameters corresponding to the configuration files.
Optionally, the apparatus further comprises: and the sending module is used for sending the modified material file to the game engine.
Optionally, the sending module is further configured to send the modified configuration file to the game engine.
Optionally, the apparatus further comprises: the reading module is used for responding to the shader file corresponding to the material file of the target model to perform material ball selection operation and reading the material parameters of the material balls;
and the modification module is also used for modifying the material parameters of the shader files corresponding to the material files of all models in the target set according to the material parameters of the material ball.
Optionally, the modifying module is further configured to modify material parameters of the shader files corresponding to the material files of all models in the target set according to the selected preset map in response to a selection operation of a preset map performed on the shader file corresponding to the material file of the target model.
In a third aspect, another embodiment of the present application provides an apparatus for model configuration, including: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the model-configured device is run, the processor executing the machine-readable instructions to perform the steps of the method according to any one of the first aspect.
In a fourth aspect, another embodiment of the present application provides a storage medium having a computer program stored thereon, where the computer program is executed by a processor to perform the steps of the method according to any one of the above first aspects.
The beneficial effect of this application is: by adopting the model configuration method provided by the application, the material parameters of the shader files corresponding to the material files of all the models in the target set are modified in response to the modification after the material parameters corresponding to the target model are detected to be modified, so that the material parameters of the shader files corresponding to the material files of all the models in the target set can be modified at one time, and the problem of low configuration efficiency caused by the fact that the material parameters of a plurality of models cannot be configured in batch is solved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flowchart of a method for configuring a model according to an embodiment of the present disclosure;
FIG. 2 is a schematic flow chart diagram illustrating a method for model configuration according to another embodiment of the present disclosure;
FIG. 3 is a schematic flow chart diagram illustrating a method for model configuration according to another embodiment of the present application;
FIG. 4 is a schematic flowchart of a method for model configuration according to another embodiment of the present application;
FIG. 5 is a schematic flow chart diagram illustrating a method for model configuration according to another embodiment of the present application;
FIG. 6 is a schematic flow chart diagram illustrating a method for model configuration according to another embodiment of the present application;
FIG. 7 is a schematic structural diagram of an apparatus configured by a model according to an embodiment of the present application;
FIG. 8 is a schematic structural diagram of an apparatus configured to model according to another embodiment of the present application;
FIG. 9 is a schematic diagram of an apparatus configured as a model according to another embodiment of the present application;
FIG. 10 is a schematic structural diagram of an apparatus configured as a model according to another embodiment of the present application;
fig. 11 is a schematic structural diagram of a device configured by a model according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments.
After a game model is manufactured by adopting digital asset manufacturing software, export plug-in built in the digital asset manufacturing software can be used for exporting model resources available for a game engine, wherein the exported model resources at least comprise the following three parts:
binary model mesh file (file suffix ". Mesh", hereinafter simply referred to as mesh file): vertex information for the model is saved, including vertex normals, vertex positions, vertex texture coordinates, vertex colors, and so on.
Model configuration file (file suffix ". Gim", hereinafter abbreviated gim file): model names, bounding box information, and in-game configuration information such as vertex tangent switches and shadow switches are stored.
Texture file (file with suffix ". Mtg", hereinafter abbreviated as mtg file): and storing configurations of shaders, shaders maps, parameters and the like for the model display effect.
When 3d max and other software export models, a shader file (a file with a suffix of ". Nfx", hereinafter referred to as an nfx file) is allocated to each model, that is, a corresponding nfx file is specified in an mtg file, so that texture parameters of the shader file corresponding to a texture file can be obtained through the mtg file. Generally, one nfx file corresponds to one or more mtg files, and when the mtg file is exported from 3d max, the mtg file corresponds to a shader file with default texture parameters, so that the texture parameters corresponding to the mtg file of each model need to be adjusted in a game engine according to actual requirements, so as to achieve a required game effect.
The method can be applied to a model configuration scene in a game development process, and is described by taking game development under 3d max software as an example, and since each material file in the 3d max software has a shader file corresponding to the material file, the material file is modified, in essence, the material parameters of the shader file corresponding to the material file are modified, so that the method provided by the application can be applied to, for example: the material parameters of the shader files corresponding to the model material files need to be set or modified in batches. The model configuration method provided by the present application may be executed by a configuration device of a model in a game, where the device may be a computer device, a server, or another type of terminal installed with an application for configuring a model in a game, and a specific device type is designed according to a user's needs, which is not limited herein. The model configuration application may be a batch model configuration tool, such as a tool for modifying the material parameters of shader files corresponding to the material files of the model in batch.
Fig. 1 is a schematic flowchart of a method for configuring a model according to an embodiment of the present application, and as shown in fig. 1, the method may include:
s101: and acquiring material files of all models in the target set.
In the method, all models under the folder can be selected based on the selection of the folder (namely, the target set) by the user, and then the material files of all models are obtained. The specific determination mode of the target set can be adjusted according to the needs of the user.
In the game development process, developers usually place the same type of models in the same folder, such as an automobile model in a first folder, an animal model in a second folder, and a character model in a third folder; and the first folder may be further divided into a plurality of subfolders such as cars, sports cars, off-road vehicles and the like.
Optionally, the user can select all models under the folder by checking the folder, and all models under the checked folder form a target set at the moment; or after the folder is selected, the models under the folder are further selected, and at the moment, some selected models in the selected folder form a target set.
All models in the target set correspond to the same shader file. It should be noted that, in the embodiment of the present invention, the material file and/or the configuration file may be obtained from three-dimensional animation software/tools such as 3DMAX, and may also be obtained from a game engine, and finally, the configured material file and/or configuration file is imported into the game engine, where a specific obtaining manner may be determined according to a user's need, and the present application is not limited thereto.
S102: and acquiring the material parameters of the corresponding shader files through the material files of the target models in the target set.
Optionally, since all models in the target set correspond to the same shader file, the way of reading the material parameters of the shader file corresponding to the material file of the target model may be: randomly acquiring the material parameter of a shader file corresponding to the material file of one model in a target set; or obtaining the material parameter of the shader file corresponding to the material file of one model in the target set according to a preset rule; or according to a selection instruction of a user, determining a model in the target set as a target model, and then acquiring the material parameters of the shader file corresponding to the material file of the target model. The specific manner of obtaining the material parameters of the shader file corresponding to the material file of the target model may be designed according to the user's needs, and is not limited to the several manners provided in the above embodiments.
For example, in the model configuration interface displayed by the device for configuring the in-game model, a Browse (Browse) button having the material file of the target model in the current target set may be used to determine and display the material file of the target model in the target set corresponding to the opening instruction of the material file based on the opening instruction of the material file input by the Browse button.
S103: and responding to the modification of the material parameters corresponding to the target model, and modifying the material parameters of the shader files corresponding to the material files of all models in the target set.
The batch modification function of the material parameters can be realized through the step S103, so that the material parameters of the shader files corresponding to the material files of all models in the target set can be modified at one time. It should be noted that, modifying the material parameters of the shader files corresponding to the material files of all the models in the target set is to modify the material parameters corresponding to the models except the target model based on the modification of the material parameters corresponding to the target model, that is, after obtaining the modified parameters of the material parameters corresponding to the target model, modifying the material parameters of all the models in the target set by using the modified parameters.
In the method, under the condition that the material files of all models in the target set are obtained, the modification of the material parameters can be synchronized to the material parameters of the shader files corresponding to the material files of all models in the target set according to the modification of the material parameters of the shader files corresponding to the material files of the target model. The synchronization request for the texture parameter may be a synchronization request triggered by a write texture (WriteMtg) button on the model configuration interface.
Optionally, in an embodiment of the present application, the method for configuring the model is an executable program written in a winform framework, and the program is used to obtain the material parameters of the shader file corresponding to the material file of the target model, so as to modify the material parameters of the shader file corresponding to the material files of all models in the target set according to the modification of the obtained material parameters, where the method does not depend on the operation of NeoX. But will read (nfx files) and write (gim and mtg files) resource files within some engines. The method is characterized in that attribute fields and default values in the nfx file are read, the read information is displayed to a user in an interface mode, then the user modifies the information on the interface, and finally the modified information is written into the corresponding mtg file and gim file. Therefore, the writing operation of the file can be realized by bypassing the operation interface of the NeoX editor. Therefore, a series of mechanical repeated labor of art engineers who open the model file one by one through the NeoX editor to modify the material is avoided, and the efficiency of material modification is improved.
By adopting the model configuration method provided by the application, the material parameters of the shader files corresponding to the material files of all the models in the target set are modified in response to the modification after the material parameters corresponding to the target model are detected to be modified, so that the material parameters of the shader files corresponding to the material files of all the models in the target set can be modified at one time, and the problem of low configuration efficiency caused by the fact that the material files of a plurality of models cannot be configured in batch is solved.
Fig. 2 is a schematic flowchart of a method for configuring a model according to another embodiment of the present application, where as shown in fig. 2, the method further includes:
s201: and acquiring configuration files of all models in the target set.
In the method, all models in the folder can be selected based on the selection of the user on the folder (namely, the target set), and then the configuration files of all models are obtained.
Optionally, the target set in S201 may be the same as or different from the target set in S101, and in an embodiment of the present application, the target sets in S201 and S101 are the same set, and there is no need to repeatedly select the target set, but a specific manner for determining the target set may be designed according to a user requirement, and the present application is not limited herein.
For example, the model configuration interface displayed by the configuration device for the in-game model has a browse (Browser) button of the model folder, and the configuration files of all models in the target set corresponding to the open instruction of the configuration file, such as the names or identifications of the model configuration files, can be determined and displayed by the user based on the open instruction of the configuration file input by the browse button.
S202: and responding to the selection operation of the configuration file aiming at any model, and displaying the configuration parameters corresponding to the configuration file.
The configuration parameters corresponding to the configuration files displayed in the model configuration interface are all in an initial state, and at the moment, the configuration parameters corresponding to the configuration files in the model configuration interface are all default values. Optionally, the configuration parameters corresponding to the configuration file may include: triangle sorting, opening vertex tangents, opening new merge rendering, allowing dynamic merging, and the like.
S203: and modifying the configuration parameters of the configuration files of all the models in the target set in response to modification of the configuration parameters corresponding to the configuration files.
The batch writing function of the configuration parameters can be realized through S203, so that batch processing of modifying the configuration parameters of the configuration files of all models in the target set is realized.
Optionally, the set of objects are located in a three-dimensional animation tool or in a game engine.
By adopting the model configuration method provided by the application, the configuration files of all models in the target set are obtained, the configuration file of any model is selected in the target set, the configuration parameters corresponding to the configuration file are displayed, and after the configuration parameters corresponding to the configuration file are detected to be modified, the configuration parameters of the configuration files of all models in the target set are modified in response to the modification, so that the configuration parameters of the configuration files of all models in the target set can be modified at one time, and the problem of low configuration efficiency caused by the fact that the configuration files of a plurality of models cannot be configured in batches is solved.
Fig. 3 is a schematic flowchart of a method for configuring a model according to another embodiment of the present application, where as shown in fig. 3, the method corresponding to fig. 1 further includes:
s104: and sending the modified material file to a game engine.
Fig. 4 is a schematic flowchart of a method for configuring a model according to another embodiment of the present application, and as shown in fig. 4, the method corresponding to fig. 2 further includes:
s204: the modified configuration file is sent to the game engine.
Fig. 5 is a flowchart illustrating a method of configuring a model according to another embodiment of the present application, and as shown in fig. 5, S103 may include:
s105: and responding to the shader file corresponding to the material file of the target model to perform material ball selection operation, and reading the material parameters of the material balls.
Optionally, in this embodiment, the material ball file corresponding to the selection operation of the material ball may be a lightmap _ pbr file.
Optionally, in an embodiment of the present application, a first setting interface of material parameters of a material ball may be displayed on the model configuration interface, where the first setting interface is a preset material ball information interface in the database, and after a user selects a material ball in a shader file, configuration information of the material parameters of the material ball needs to be further input through the first setting interface, where the material parameters generally include the following three parts:
and one macro parameter. For example: whether the material is metal (MetallicEnable), whether the material comprises an environmental map (EnvMapEnable), whether the environmental light shielding (AOEnable) is started, and the like.
And secondly, storing the mapping path according to the mapping parameters.
Numerical parameters, such as: illumination intensity, shade color, etc.
S106: and modifying the material parameters of the shader files corresponding to the material files of all the models in the target set according to the material parameters of the material ball.
And modifying the material parameters of the shader files corresponding to the material files of all models in the target set according to the configured material parameters of the material ball.
Fig. 6 is a flowchart illustrating a method for configuring a model according to another embodiment of the present application, and as shown in fig. 6, S103 may further include:
s107: and responding to the selection operation of the preset map on the shader files corresponding to the material files of the target model, and modifying the material parameters of the shader files corresponding to the material files of all models in the target set according to the selected preset map.
The shader file comprises a plurality of preset maps, a target preset map can be determined according to selection operation of a user, and then the texture parameters of the shader file corresponding to the texture files of all models in the target set are modified according to the selected target preset map.
Optionally, in this embodiment, a second setting interface may be further displayed on the model configuration interface, and a configuration page of the preset map may be displayed on the second setting interface.
Optionally, after the preset map is selected, the configuration parameter information of the set preset map can be obtained by receiving the configuration parameters of the preset map input through the configuration page, and a material map set by the user according to the user's needs is generated. The configuration parameters of the preset map may include: tex0, PBR param, env map, diffuse Tex, and the like. Of course, the configuration parameters of the preset map may also include other types of parameters, such as: height map, height tex, etc. The preset map corresponding to the selection operation may be bm51_ bg _ allowed.
The setting mode of the configuration parameters of the material ball may be any one of the two embodiments shown in fig. 4 and fig. 5, and the specific embodiment is set according to the user requirement, which is not limited herein.
By adopting the model configuration method provided by the application, the material parameters of the shader files corresponding to the material files of all the models in the target set are modified by acquiring the material files of all the models in the target set and then acquiring the modification of the material parameters of the corresponding shader files according to the material files of the target models in the target set; therefore, the texture parameters of the shader files corresponding to the texture files of all models in the target set can be modified at one time. Meanwhile, after the configuration file of any model in the target set is selected, if the configuration parameters corresponding to the configuration file are detected to be modified, the configuration parameters of the configuration files of all the models in the target set are modified in response to the modification, so that the configuration parameters of the configuration files of all the models in the target set can be modified at one time. The problem of configuration efficiency is low due to the fact that material files and configuration files of multiple models cannot be configured in batches is solved.
Fig. 7 is a schematic structural diagram of an apparatus for configuring a model in a game according to an embodiment of the present application, as shown in fig. 7, the apparatus includes: an obtaining module 301 and a modifying module 302, wherein:
the obtaining module 301 is configured to obtain material files of all models in the target set, where all models in the target set correspond to the same shader file.
The obtaining module 301 is further configured to obtain the material parameters of the corresponding shader file through the material file of the target model in the target set.
The modifying module 302 is configured to modify the material parameters of the shader files corresponding to the material files of all models in the target set in response to modification of the material parameters corresponding to the target model.
Fig. 8 is a schematic structural diagram of an apparatus for configuring a model in a game according to another embodiment of the present application, and as shown in fig. 8, the apparatus further includes: a display module 303, wherein:
the obtaining module 301 is further configured to obtain configuration files of all models in the target set.
A display module 303, configured to display configuration parameters corresponding to the configuration file in response to a selection operation of the configuration file for any model.
The modifying module 302 is further configured to modify the configuration parameters of the configuration files of all models in the target set in response to modification of the configuration parameters corresponding to the configuration files.
Fig. 9 is a schematic structural diagram of a configuration apparatus for an in-game model according to another embodiment of the present application, and as shown in fig. 9, the apparatus further includes: and a sending module 304, configured to send the modified material file to the game engine.
Optionally, the sending module 304 is further configured to send the modified configuration file to the game engine.
Fig. 10 is a schematic structural diagram of a configuration apparatus of a model in a game according to another embodiment of the present application, as shown in fig. 10, the apparatus further includes: the reading module 305 is configured to read a material parameter of a material ball in response to a shader file corresponding to a material file of the target model performing a material ball selection operation.
The modifying module 302 is further configured to modify the material parameters of the shader files corresponding to the material files of all models in the target set according to the material parameters of the material ball.
Optionally, the modifying module 302 is further configured to, in response to a selection operation performed on a preset map for a shader file corresponding to a material file of the target model, modify material parameters of the shader files corresponding to the material files of all models in the target set according to the selected preset map.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs), among others. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. As another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 11 is a schematic structural diagram of a configuration device of an in-game model according to an embodiment of the present application. As shown in fig. 11, the in-game model configuring apparatus includes: a processor 501, a storage medium 502, and a bus 503.
The processor 501 is used for storing a program, and the processor 501 calls the program stored in the storage medium 502 to execute the method embodiment corresponding to fig. 1-5. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program, which, when executed by a processor, performs embodiments corresponding to the above-described method.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one type of logical functional division, and other divisions may be realized in practice, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (in english: processor) to execute some steps of the methods described in the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.

Claims (10)

1. A method of model configuration, the method comprising:
acquiring material files of all models in a target set, wherein all models in the target set correspond to the same shader file;
acquiring material parameters corresponding to the shader files through material files of target models in the target set;
and responding to the modification of the material parameters corresponding to the target model, and modifying the material parameters of the shader files corresponding to the material files of all models in the target set.
2. The method of claim 1, further comprising:
acquiring configuration files of all models in the target set;
responding to the selection operation of a configuration file aiming at any model, and displaying the configuration parameters corresponding to the configuration file;
and responding to the modification of the configuration parameters corresponding to the configuration files, and modifying the configuration parameters of the configuration files of all models in the target set.
3. The method of claim 1, wherein the set of objects is located within a three-dimensional animation tool or within a game engine.
4. The method of claim 1, further comprising:
and sending the modified material file to a game engine.
5. The method of claim 2, further comprising:
the modified configuration file is sent to the game engine.
6. The method of claim 1, wherein modifying the material parameters of the shader file corresponding to the material files of all models in the target set in response to modifying the material parameters corresponding to the target model comprises:
responding to a shader file corresponding to the material file of the target model to perform material ball selection operation, and reading material parameters of the material balls;
and modifying the material parameters of the shader files corresponding to the material files of all models in the target set according to the material parameters of the material ball.
7. The method of claim 1, wherein modifying the material parameters of the shader file corresponding to the material files of all models in the target set in response to modifying the material parameters corresponding to the target model comprises:
and responding to the selection operation of the preset map for the shader files corresponding to the material files of the target model, and modifying the material parameters of the shader files corresponding to the material files of all models in the target set according to the selected preset map.
8. An apparatus for model configuration, the apparatus comprising: an acquisition module and a modification module, wherein:
the acquisition module is used for acquiring material files of all models in a target set, wherein all models in the target set correspond to the same shader file;
the acquisition module is further configured to acquire material parameters corresponding to the shader file through a material file of a target model in the target set;
and the modification module is used for responding to modification of the material parameters corresponding to the target model and modifying the material parameters of the shader files corresponding to the material files of all models in the target set.
9. An apparatus for model configuration, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the model-configured device is run, the processor executing the machine-readable instructions to perform the steps of the method of any of claims 1-7.
10. A storage medium, characterized in that the storage medium has a computer program stored thereon, which, when being executed by a processor, performs the steps of the method according to any one of the preceding claims 1-7.
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