3D Workspace
Home
Assets
Affiliate Program
Sign up/Log in
?
Upgrade
DCC Bridge
3D Creation Made Simple
Text & Image to 3D Model in seconds
One-Click Texturing & Smart Detail Editing
Free Credits Monthly
Start Free
Anonymous1760489477
10-15 00:57
Model Name
禅意 围棋棋盘 3d 模型
Tags
props
rendering
realistic
Prompt
项目:生成一个禅意围棋棋盘环境模型 目标引擎: Unreal Engine 5.3+ 核心概念: 一个置于静谧山水或幽玄庭园中的、体现“侘寂”美学的围棋棋盘。 第一阶段:世界构建 - 基础环境生成 生成世界基础: Execute: WorldBuilding(Create_Level_Blueprint) 参数设置: Level_Theme: "Zen Garden / Mountain Peak"(禅意庭园/山巅) SkySphere: "Dynamic_Sunrise_Sky"(动态晨曦天空) HDRI_Map:[输入一张有远山、薄雾和柔和晨光的360度全景图] Lighting_Setup: "Soft_Diffuse_Lighting"(柔和漫射光照) Fog: "ExponentialHeightFog_Subtle_Mist"(指数高度雾-薄雾效果) PostProcess: "Subtle_FilmGrain_ColorGrading_Warm"(细微胶片颗粒与暖色色彩校正) 生成地形与基座: Execute: GeometryGenerator(Spawn_StaticMesh_Actor) 基座参数: Mesh_Asset: "SM_Irrregular_Stone_Slab"(不规则石板) Transform: { Location: (0, 0, -50), Scale: (8, 8, 0.5) }(作为棋盘基座) Material_Instance: "MI_Mossy_Wet_Stone"(长满青苔的湿润石头材质) Material_Parameters: { Moss_Amount: 0.7, Wetness: 0.8 } 第二阶段:核心资产生成 - 棋盘与棋子 生成围棋棋盘: Execute: ProcMeshGenerator(Create_Go_Board) 参数设置: Grid_Size: 19x19 Board_Material: "MI_Hinoki_Cypress_Wood"(桧木材质) Material_Parameters: { Wood_Grain_Intensity: 2.0, Aged_Patina: 0.9, Smoothness: 0.8 }(木纹强度,古锈层,光滑度) Line_Color: (0.1, 0.1, 0.1)(网格线颜色:深黑) Line_Width: 1.5 uu Star_Points: True(启用星位点) Star_Point_Style: "Inlaid_Stone"(星位点样式:镶嵌石子) 生成棋子与棋罐: Execute: AssetGenerator(Batch_Create_Go_Stones) 棋子模板: Shape: "Lens-shaped"(双凸透镜形状) Thickness: 0.3(厚度) 材质分化: Black_Stones_Material: "MI_Polished_Black_Stone"(抛光黑石,略带光泽) White_Stones_Material: "MI_Opalescent_Shell"(乳白色贝壳材质,带虹彩) 棋罐生成: Execute: Spawn_StaticMesh("SM_Go_Bowl_Rattan")(生成藤编棋罐静态网格体) Material: "MI_Woven_Rattan"(编织藤材质) Transform_Black_Bowl: { Location: (-600, 0, 150) } Transform_White_Bowl: { Location: (600, 0, 150) } 初始棋盘布局: Execute: LevelDesigner(Arrange_Stones_On_Board) Layout: "Famous_Go_Game_Sequence"(载入著名棋局序列) Placement_Randomization: 0.02(落子位置加入极轻微随机偏移,模拟手工摆放) 第三阶段:氛围与交互生成 生成环境特效与声音: Execute: VFXGenerator(Spawn_Niagara_System) 特效1:环境粒子 Asset: "NS_Falling_Maple_Leaves"(飘落的枫叶) Spawn_Location: Area_Above_Scene(场景上方区域) Particle_Color: Autumn_Colors(秋季颜色) 特效2:棋盘互动反馈 Asset: "NS_Subtle_Stone_Impact"(棋子落下的细微冲击尘埃) Attach_To: Go_Stone_Actor(附着于棋子Actor) 音效生成: Execute: AudioManager(Attach_Soundscape) Ambient_Loop: "Wind_Chimes_Distant_Birds"(环境音循环:风铃、远鸟) Interaction_Sound: "Stone_Click_Wood_Place"(交互音:棋子落在木盘上的清脆声) 生成交互逻辑(蓝图脚本): Execute: BlueprintScripting(Create_Go_Board_Blueprint) 核心功能: Event_BeginPlay: Initialize_Game_State(19)// 初始化19路游戏状态 Function: Place_Stone(Tile_X, Tile_Y, Stone_Color) Spawn_Go_Stone_Actor(Stone_Color, World_Location)// 在世界坐标生成棋子Actor Play_Niagara_System_At_Location("NS_Subtle_Stone_Impact", World_Location)// 播放落子特效 Play_Sound_2D("Stone_Click")// 播放落子音效 Function: Check_For_Capture(Groups_To_Capture)// 函数:检查提子 For_Each_Stone_In_Group: Play_Animation("Stone_Fade_Out")// 为被提的棋子播放淡出动画 Play_Sound("Group_Capture") 第四阶段:最终优化与渲染 生成光照与构建: Execute: BuildSystem(Finalize_Level) Build_Lighting: "Production_Quality"(以生产质量构建光照) Use_Lumen_GI: True(启用Lumen全局光照,实现更柔和的间接光) Generate_Reflection_Captures: True(生成反射捕获) 输出指令: Compile_And_Cook_Project Target_Platform: Windows Output: "Standalone_Executable" 生成总结报告 Generation_Complete: Go_Board_Environment_V1.0 Status: Success Key_Features: [Wabi-sabi_Aesthetics, Subtle_VFX/SFX, Turn_Based_Logic, Lumen_Soft_Lighting] Dominant_Mood: Tranquility, Contemplation(主导情绪:宁静,沉思) Estimated_Polycount: ~80,000 tris(多边形数量更低,体现简洁美学) Next_Iteration_Suggestions: Integrate_KataGo_AI, Add_Procedural_Game_Replay, Day_Night_Cycle
Detailed Info
Related Models
Enter invite code
Enter invite code to get credits!