Procedural Content Generation for Games: Automate 3D Asset and Environment Creation with Blender Python and Geometry Nodes
暫譯: 遊戲的程序內容生成:使用 Blender Python 和幾何節點自動化 3D 資產與環境創建

Lupiani, Isabel

  • 出版商: Apress
  • 出版日期: 2025-10-05
  • 售價: $2,160
  • 貴賓價: 9.5$2,052
  • 語言: 英文
  • 頁數: 507
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 9798868817861
  • ISBN-13: 9798868817861
  • 相關分類: 3D建模 3D-modeling
  • 海外代購書籍(需單獨結帳)

商品描述

Learn to procedurally generate 3D content for your next game or simulation using the Blender Python API and geometry nodes. Automate parts of your asset creation pipeline while producing a starter library of environments, weapons, and other objects ready to use in your next Unreal project.

You will start by getting comfortable with generating geometry in Blender Python by automating hand modeling basics, like blocking out weapon meshes by combining primitives and manipulating them with your favorite operators and modifiers. After that you'll take a deep dive in geometry nodes and tackle projects such as adding Voronoi cracks and creating sliceform versions of any mesh. Building on your Blender Python skills, you'll progress to fractal methods for generating realistic terrain, followed by grammar-based approaches such as L-systems for producing lifelike plants. Prefer environments based on real-world locations? Find out how to generate 3D contents based on GIS data, such as city skylines from building footprints, and 3D terrain from Digital Elevation Models (DEM). Along the way, you will also learn techniques for incorporating parametric modeling into your procedural system to optionally control chosen aspects of the generation process, to ensure that only meaningful variations coherent with the overall design are produced.

Whether you are looking to generate stylized content that aligns with your artistic vision, or realistic environments true to their real-world counterparts, this book will add a variety of practical (and fun) techniques to your procedural generation arsenal.

What You Will Learn

● Automate 3D modeling steps traditionally done by hand with the Blender Python API and geometry nodes

● Access Blender features such as nodes, modifiers, and operators from scripts

● Programmatically generate stylized as well as realistic game assets and environments

● Combine parametric modeling with procedural generation to control chosen aspects of the creative process and influence the types of variations in the output

Who Is This Book For

This book is for software developers who want to procedurally generate 3D assets and environments for their game or simulation project. Readers with high-level understanding of the 3D content pipeline and either already using Blender or are interested in learning the basics on their own would benefit from the book. In addition, the ideal readers will already know some Python basics or are motivated to pick them up along the way from resources outside the book.

商品描述(中文翻譯)

學習如何使用 Blender Python API 和幾何節點為您的下一個遊戲或模擬程序生成 3D 內容。在創建資產的過程中自動化部分步驟,同時製作一個可用於您下一個 Unreal 專案的環境、武器和其他物件的起始庫。您將從熟悉在 Blender Python 中生成幾何形狀開始,通過自動化手動建模的基本知識,例如通過組合基本形狀來阻擋武器網格,並使用您喜愛的運算子和修改器來操控它們。之後,您將深入研究幾何節點,並處理如添加 Voronoi 裂縫和創建任何網格的切片形式版本等專案。在提升您的 Blender Python 技能的基礎上,您將進一步學習生成真實地形的分形方法,接著是基於文法的方法,例如 L-systems,用於生成栩栩如生的植物。喜歡基於現實世界位置的環境嗎?了解如何根據 GIS 數據生成 3D 內容,例如從建築足跡生成城市天際線,及從數位高程模型 (DEM) 生成 3D 地形。在此過程中,您還將學習將參數建模納入您的程序系統的技術,以選擇性地控制生成過程中的某些方面,確保僅產生與整體設計一致的有意義變化。

無論您是希望生成與您的藝術視野相符的風格化內容,還是忠實於其現實對應物的真實環境,本書將為您的程序生成工具箱增添各種實用(且有趣)的技術。

您將學到什麼
● 使用 Blender Python API 和幾何節點自動化傳統上由手工完成的 3D 建模步驟
● 從腳本訪問 Blender 的功能,例如節點、修改器和運算子
● 程式化生成風格化以及真實的遊戲資產和環境
● 將參數建模與程序生成結合,以控制創作過程中的選定方面並影響輸出中的變化類型

本書適合誰
本書適合希望為其遊戲或模擬專案程序生成 3D 資產和環境的軟體開發人員。對 3D 內容管道有高層次理解的讀者,無論是已經使用 Blender 還是有興趣自行學習基礎知識,都將從本書中受益。此外,理想的讀者應該已經了解一些 Python 基礎知識,或有動力在閱讀過程中從書外資源中學習。

作者簡介

Isabel Lupiani is a software engineer by day and maker by night, who enjoys handcrafting 3D models as much as procedurally generating them. She received her MS in Computer Science from Georgia Tech and has worked at several game studios in the past as an AI engineer for PC/Xbox games. Her book credits include Blender Scripting with Python: Automate Tasks, Write Helper Tools, and Procedurally Generate Models in Blender 4. Isabel most recently worked as a Lead AI Engineer in the simulation industry.

作者簡介(中文翻譯)

伊莎貝爾·盧皮亞尼白天是一名軟體工程師,晚上則是一名創客,喜歡手工製作3D模型,也喜歡程序生成模型。她在喬治亞理工學院獲得計算機科學碩士學位,曾在幾家遊戲工作室擔任PC/Xbox遊戲的AI工程師。她的著作包括《使用Python進行Blender腳本編寫:自動化任務、編寫輔助工具》和《在Blender 4中程序生成模型》。伊莎貝爾最近在模擬行業擔任首席AI工程師。