官方網站更新列表連結:http://udk.com/news-beta-june2010.html
下載連結:http://download.udk.com/UDKInstall-2010-06-BETA.exe
Vertex Colors and Multiple UV Sets for Skeletal Meshes
(含骨架角色模型可使用頂點著色與多重UV組)
- Users can now import vertex colors with skeletal meshes and access them in materials.
- Works with both the FBX importer and the latest ActorX plug-in.
- Vertex colors only work for GPU-skinned meshes (for now).
- Up to four UV sets will be taken when importing a skeletal mesh.
- The skeletal mesh vertex buffer only uses the amount imported so as not to waste memory.
Bloom Improvements
(後製特效Bloom的強化)
- New properties: BloomThreshold, BloomTint and BloomScreenBlendThreshold
- Bloom blur kernels larger than 64 are now supported
Penumbra Scale
(半影區的幅度)
- This option is very useful when trying to remove shadow artifacts when using a low resolution lightmap.
Custom Normals with FBX
(使用FBX檔案格式自訂法線貼圖)
- FBX importer now supports custom vertex normals
- This is useful for 'combing' vertex normals on foliage, or when you need smooth lighting continuity between multiple meshes
- To use this, first export normals (and/or tangents) using the FBX exporter in your modeling program
- Next, enable the new 'Explicit Normals' option while importing the FBX file into UE3
New Tool for Visualizing Render Target Textures on the HUD
(新的視覺化渲染目標貼圖)
Multiple UVs for Skeletal Meshes
(含骨架模型可使用多重UV組)
- Up to four UV sets per skeletal mesh is supported
- Works with both the FBX importer and the latest ActorX plug-in
- You can access these texture coordinates in materials assigned to your skeletal mesh
Game Caster Virtual Camera
(設定遊戲內攝影機錄製畫面)
- Game Caster virtual camera support is ready to use
Auto Texture Reimport
(材質自動重新匯入)
- New 'Auto-Reimport Textures' feature that detects source art changes and re-imports automatically
Other New Features and Improvements
- Major performance improvements, especially with shadows and animation
- New per-level post process chain will override the single per-game chain if set
- Added one-bounce GI even for areas outside the Lightmass importance volume
- Note that this is lower quality than bounced light within the volume
- Physical Material Masks for material instances now available in the editor.
- Support for Shader Model 2 and fallback materials has been removed
- Fallback materials will be automatically deleted
- Improved screen-space ambient occlusion with new 'AngleBasedSSAO' setting
- This will yield better quality with same sample count
- Improvements to skeletal mesh importing of 'alternate weight sets'
- This allows vertex data to be shared between different weighted character rigs
- The editor's Map Check tool will now also warn you about potential performance issues
- Various minor improvements to Scaleform GFx workflow
- Gamma correction has been disabled throughout the GFx pipeline in order to better match the output of Flash
UDKGame
- DM-Deck has been updated with some new engine features
- Added god rays, improved bloom, and a new sky!
- Angle-based SSAO is now enabled in UDKGame by default (improved SSAO quality)
- Made shield projectile-blocking consistent with the old behavior
- Various minor cleanups to PlayerController, PlayerReplicationInfo and Pawn classes
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