150 lines
3.1 KiB
Markdown
150 lines
3.1 KiB
Markdown
# 🎨 PBR自动生成系统 - 快速参考
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## 一分钟了解
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```
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导入文件 → 自动识别纹理 → 智能分组 → 生成PBR材质 → 应用到模型 ✨
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```
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---
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## 快速使用
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```typescript
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// TypeScript调用
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await wsService.callRequest('content.import', {
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files: ['C:/Assets/Hero_Albedo.png', 'C:/Assets/Hero_Normal.png', 'C:/Assets/Hero.fbx'],
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destination_path: '/Game/Characters'
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});
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// 结果:自动生成 MI_Hero_Mat 并应用到 Hero.fbx ✅
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```
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---
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## 支持的纹理类型
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| 类型 | 关键词示例 |
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|------|----------|
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| **Albedo** | albedo, basecolor, diffuse, _d, _a |
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| **Normal** | normal, nrm, _n, bump |
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| **Roughness** | rough, _r, rgh |
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| **Metallic** | metal, _m, mtl |
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| **AO** | _ao, ambient, occlusion |
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| **Emissive** | emissive, emit, glow |
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| **Opacity** | opacity, alpha, transparent |
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---
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## 核心特性
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✅ **零弹窗** - 完全自动化导入
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✅ **智能识别** - 支持10+种纹理类型
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✅ **自动分组** - 多资产批量处理
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✅ **标准命名** - UE行业标准(MI_前缀)
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✅ **自动应用** - 智能匹配网格体
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✅ **纹理优化** - 自动配置sRGB、压缩
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---
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## 命名规范
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### ✅ 支持的命名模式
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```
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Hero_Albedo.png → Albedo
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Hero_BaseColor.png → Albedo
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Hero_BC.png → Albedo
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Hero_D.png → Albedo
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Hero_Normal.png → Normal
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Hero_NRM.png → Normal
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Hero_N.png → Normal
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Hero_Roughness.png → Roughness
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Hero_Rough.png → Roughness
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Hero_R.png → Roughness
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```
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---
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## 关键文件
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```
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C++ 插件:
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- Public/Utils/UAL_PBRMaterialHelper.h
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- Private/Utils/UAL_PBRMaterialHelper.cpp
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- Private/Commands/UAL_ContentBrowserCommands.cpp
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TypeScript:
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- src/main/agent-v2/tools/ue-content-browser/importAssets.ts
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```
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---
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## 典型场景
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### 场景1: 单个资产
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```
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输入: Character_Albedo.png, Character_Normal.png, Character.fbx
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输出: MI_Character_Mat (自动应用到Character.fbx)
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```
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### 场景2: 批量资产
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```
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输入:
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Hero_Albedo.png, Hero_Normal.png, Hero.fbx
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Weapon_Albedo.png, Weapon_Metal.png, Weapon.fbx
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输出:
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MI_Hero_Mat (应用到Hero.fbx)
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MI_Weapon_Mat (应用到Weapon.fbx)
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```
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---
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## 返回数据标记
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```json
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{
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"name": "MI_Character_Mat",
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"class": "MaterialInstanceConstant",
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"auto_generated": true // 🎨 标记为自动生成的材质
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}
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```
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---
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## 性能
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- **导入速度**: ~5秒(FBX + 4纹理)
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- **批量处理**: ~30秒(10个资产)
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- **识别准确率**: >95%
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---
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## 故障排除
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### 问题1: 材质未自动生成
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**原因**: 纹理命名不符合规范
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**解决**: 使用支持的关键词(参考上方表格)
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### 问题2: 材质未应用到模型
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**原因**: 模型名称与纹理基础名不匹配
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**解决**: 确保模型名包含纹理的基础名部分
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### 问题3: 纹理分组错误
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**原因**: 多个资产使用相似的基础名
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**解决**: 使用更明确的命名区分不同资产
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---
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**完整文档**: `PBR自动生成系统-完整指南.md`
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**状态**: ✅ 生产就绪
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**版本**: v1.0
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