World Machine中文翻译帮助手册

3. Render Extents and Project Setup渲染范围和工程设置

About Render Extents关于渲染范围

Although the devices you connect determine the look and feel of your world, it is the render extents that define the area of the world that you are working in. In this way, the render extents control what you're looking at. You can zoom down to a very small area of a few meters, or cover a vast thousand-kilometer region of terrain.

虽然你确定了连接的设备的外观和感觉,在你的世界中.但是是渲染范围定义了在你的世界中的工作区域,用这种方式,渲染范围可以控制你看到的.你可以缩放到一个非常小的几米的地区,或者是一个巨大的千公里区域的地形

Definition:定义

Render Extent: A rectangular area defined in worldspace, used to set the area of terrain being exported or viewed. A Render Extent stores the state of the world extent, resolution, and tiling information.

渲染范围:世界空间中定义一个矩形区域,用于设置地形区域的导出或查看.一个渲染范围存储了世界范围的状态,分辨率,和瓷块信息

World Machine allows you to have multiple Render Extents defined. This ability is useful to be able to see, work on, or export multiple different areas of the world. Render Extents can be created and manipulated in the Project Setup dialog, described below. In addition, Render Extents can be graphically manipulated in the Layout View.

World Machine允许你定义多个渲染范围.这看起来非常的有效,对于导出多个不同的世界区域.渲染范围可以被创建和使用在工程设置对话框中,如下所述。此外,在布局视图中渲染范围也可以图形化操作.

3.1 Project Setup项目设置

To setup your project options, select Project Settings from the World Commands menu, or click the appropriate icon in the toolbar.

对于项目选项设置,可以从菜单栏“World Commands”中选择“Project Settings”,或点击工具栏应用图标.

3.1.1 Resolution分辨率

Please note that the Basic Edition of World Machine is limited to only exporting 513x513 or lower resolution.

请注意World Machine 基础版最大可以导出513x513分辨率.

The Resolution slider controls the size in pixels of the world to be built. Higher settings are more detailed but consume more memory and are slower to build. The exact maximum resolution at which

分辨率滑动条可以控制创建世界的像素大小.分辨率越高越详细的设置,消耗的内存时间会更大.

you can build a given world depends upon the devices present in the world. The 32bit edition of World Machine is allowed by Windows to only access 2-3GB of memory at most; the Professional Edition is available in a 64bit edition that removes this fundamental limit.

.你可以根据目前的设备在世界上创建一个特定的世界.32位版本的World Machine在Windows下最多存取2-3G内存; 64位专业版本的可以消除这个局限.

● +1 Checkbox: This option allows you to have the slider select resolutions of the form 2^n+1 rathern than 2^n. Some rendering applications and display engines require these “plus one” rather than power of two sizes, and this allows you to easily use this form.

● +1 复选框: 此选项允你将滑块设置的分辨率为 2^n+1 而不是 2^n. 一些渲染应用程序和显示引擎会修复这个“+1” 而不是两种尺寸,这使你可以轻松使用此窗体

● Custom Resolution: You can override the slider and set any size terrain output you wish by clicking the Custom button, and then typing the size into the input field.

● 自定义分辨率:你可以重置这个滑动条,自定义设置你希望的地形分辨率,然后再文本框里输入你的尺寸大小

● Memory Conservation: The "Conserve Memory" checkbox changes World Machine's behavior in terms of keeping the build results from non-output devices in the network.With Conserve Memory on, build results are not kept and the network will have to be regenerated after any change. With World Machine 2.2, memory conservation is no longer a necessity for higher-resolution builds (2048+) sizes. However, it is still available as an option.

● 内存保护:内存保护机制复选框改变了World Machine网路中,在保持设备在非节点端口中产生结果的表现.并节省内存,生成结果没有被保留,并且网络在任意更改后,必须重新生成.World Machine 2.2中,对于创建高分辨率(2048+) 尺寸,内存保护机制已经不再是必须的了.然而,它仍然是一个可用的选项.

3.1.2 Render Extent Management渲染范围管理

This very important section allows you to create, delete, select, and modify your render extents.

.这是一个非常重要的选项,对于你去创建,删除,选择,和修改你的渲染范围

● Create Extents: Create a new Render Extent, prompting you for a name. By default the new render extent will cover the same region as the currently selected extents.

● 创建范围:创建一个新的渲染范围,会提示你去一个名字.默认情况下,新的渲染范围与当前选定范围将覆盖在同一区域上.

● Delete Extents: Permanently delete the currently selected extents! Note that it is impossible to delete the first render extent, as you must always have at least one extent in the world.

● 删除渲染范围:对于永久的删除第一个当前选择的渲染范围是不可能的!在你的世界中最少有一个存在的范围.

● Extents List: You may select a render extent by clicking it in the list. By click-hovering over an entry, you can rename it.

● 范围列表:你可以在列表里通过点击选择一个渲染范围.鼠标悬停在上面,可以重命名它.

● Coordinate Boxes: Enter the X and Y coordinates in worldspace of the corners of the render extent. You may specify a coordinate in either kilometers or World Machine Units.

● 坐标框:输入一个x坐标和y坐标在渲染范围的一旁空白处.你也可以详细的制定一个坐标的千米单位或World Machine单位.

● Width & Height: Set the width and height of the render extents, adjusting the Upper-Right coordinates of the extent as needed.

● 宽&高:设置渲染范围的宽和高,根据需要调整右上角的坐标大小.

● Lock: Locking the extent will disallow further changes until unlocked. Locking an extent is useful to prevent accident changes to an important render extent

● 锁定:锁定范围后将不允许改变,直到解锁.锁定从某种程度上来说是有用的,可以防止重要渲染范围的意外改变.

● Non-square extents: Checking this box will allow the render extent to be a rectangle of any aspect ratio, rather than just a square. The resolution of the rectangle will be the chosen resolution on the longest side.

● 非正方形范围:选中此框将允许渲染范围是任何宽高比的矩形.而不仅仅是一个正方形.这个矩形的分辨率将取决于这个矩形最长的边.

3.2 General Setup常规设置

This tab contains some general options that you can set for your project.

此选项卡包含了一些项目设置的常规选项.

● Project Information: Specify the author of the world file, and add any description to the project that you wish that will help yourself or others work with your project. You can optionally have World Machine show this information every time the project is loaded.

● 项目信息:指定世界文件的作者,和添加一些您希望将帮助自己或他人工作的描述到该项目.

● Relative File Path: This allows you to set the base folder from which World Machine will try to resolve all relative paths specified to input or output devices. Using relative paths in your project allows you to easily archive multiple copies of a world or transfer it to a computer with a different folder structure. The checkbox allows you to set the default file path to the location of the Project TMD file.

● 相对文件路径:允许你设置World Machine的基础文件夹路径来解决所有相对路径指定的输入或输出设备. 在你的项目中使用相对路径,可以很容易地把你存档的多个世界文件拷贝转移到一个计算机的不同文件夹结构.该复选框,可以设置默认项目TMD文件的文件位置的路径

● Dimensionality: Controls whether all worldspace coordinates are shown in kilometers or the older World Machine Unit. Unless you have a specific reason, you will usually want to leave this set to Kilometers.

● 维度:控制世界空间坐标是显示千米还是World Machine 单位.除非有特殊原因,通常都是设置为千米

● Altitude Scale: This import property is covered in section 3.2.2 below.

● 高度表:这个重要属性覆盖在节3.2.2下面:

3.2.2 Terrain Altitude Scaling地形海拔缩放

Internally, World Machine keeps all height information stored as a number between 0 and 1. The scaling value allows you to set the elevation in meters that a maximum height value refers to.The greater this number, the taller the maximum mountain height. Note that this scaling value is applied worldwide; increasing the value will increase the apparent height of every terrain in the world and vice versa. If the terrain you're creating is sensitive to having exact elevations, it's advisable to set this once at the start of your project to encompass the greatest range of elevations you forsee and then not change the value.

在内部World Machine不停的将所有的高度信息存储为0和1之间的一个数字.缩放值允许你用"米"单位来设置高度,最大的高度值指向跟大的数字,山越高,数字越大.注意,缩放值的应用是全局的;每增加值将增加明显的高度在世界上,反之亦然,如果你要创建合适的海拔,最好在项目开始时就预料一下海拔的高度,,然后就不能更改该值的范围了.

3.3 Tiled Export Options (Professional Edition Only)瓷块导出选项(仅专业版有)

Please see the Professional Edition Appendix for information on this section!

请参阅此部分信息专业版附录!