场景分析器、整理器和简化器

Scene Analyzer Organizer Simplifier

场景分析器组织器简化器是一款工具,可让您同时分析所需场景中所有元素的多个关键属性,将结果显示在综合分析表中,并对所需元素进行操作,以重新组织或简化您的场景。 此分析脚本将为您的场景提供许多参数的全局概览,例如,例如每个节点和整个场景使用的产品、网格繁重程度及其是否来自细分级别、纹理映射的繁重程度以及这些映射是否在不同节点之间共享、哪些节点使用实例以及针对这些节点的实例数量、对象位于活动相机前方或后方的半空间,以及每个节点的类型、类别、父节点、子节点数量、体积、距离、当前着色器、材质信息等。这样一来,您可以全面了解自己的场景,例如快速识别出在场景重量方面可能存在问题的节点,或者可以轻松取消映射或从场景中删除的节点。 配置脚本允许您确定要分析哪些节点(全部、选定节点或选定节点及其子节点)以及使用分析器脚本分析的属性。已包含许多属性,且该脚本设计可扩展,未来可能会添加更多属性。此配置脚本会记住您上次的配置,因此最终的分析器脚本仅显示已分析的节点和属性。 在分析器的主脚本界面中,该脚本按列组织并显示您分析的每个节点的属性,您可以在其中更改列宽和列顺序(只需将最感兴趣的列拖放到表格左侧即可)。只需单击列标题,即可对每列进行升序或降序排序,这样您就可以按类型、距离、大小、类别、产品、面数、材质属性等对节点进行排序!您可以手动勾选(或取消勾选)要操作的节点,但也可以使用位于分析表格左侧的特定条件自动执行此操作。 实际上, 在最终界面的左侧,您会发现许多工具,可根据特定属性(按产品、类型、类别、面数、相对于活动相机的位置、贴图数量等)快速检查(快速选择)或取消勾选节点。 与此手动或智能检查/取消勾选元素相关,可以启动一系列操作,对表格中所有被勾选的元素进行操作,从而有效地组织和/或简化您的场景。这些操作包括将被勾选的节点与场景选择关联(添加或移除场景选择、使被勾选的节点成为确切的场景选择、对子节点选择进行操作)。这些操作还包括分组、父节点和智能重命名操作(智能重命名能够根据您想要的属性包含前缀和/或在初始名称前添加注释)。您还会找到用于处理材质(取消映射法线、位移或凹凸,或全部取消)的工具,或处理细分级别、可见性(预览、渲染、模拟)或删除节点(无论是否先解除其子节点的父节点关系)。 此界面的可能性和优势非常广泛,可用于从最复杂到最简单的各种应用场景。SAOS 既可以以最复杂的方式使用,也可以以最简单的方式使用。例如,您可以仅分析产品和类别,以便使用分析器简单地选择来自同一产品的所有节点并最终对其进行分组或重命名,或取消选择属于同一类别的所有节点。但您也可以选择更复杂的选项,例如直接通过脚本界面或稍后在 Daz Studio 中(通过选择、分组或重命名更轻松地识别它们)选择相机后方半空间中繁重(面数方面)的对象,然后隐藏或删除它们,直接通过脚本或使用智能重命名注释将其标记为“可删除”,或隐藏或删除远离相机的较小(尺寸方面)对象。 借助 Scene Analyzer Organizer Simplifier,您可以获得多项重大优势,例如在单个表格中全面概览所有所需节点的关键属性,以及一套选择和操作工具,使您能够组织(智能重命名、分组、重新父节点)和简化您的场景(完全或部分取消映射节点、降低其细分级别),无论是直接从脚本界面,还是在 Daz Studio 中(通过选择、分组或重命名更轻松地识别它们)。这种组织和简化通常会带来更高效、更舒适的工作流程,还可用于减少场景的内存消耗

Scene Analyzer Organizer Simplifier is a tool allowing you to analyze simultaneously many key properties of all the elements you want in a scene, to display the results in a synthetic Analysis table, and to act on the elements you want in order to reorganize or simplify your scene. This Analysis script will provide a global overview of many parameters of your scene, such as, for instance, as what are the product used (for each node and for the scene), what is heavy in term of mesh and if it comes from subdivision levels, what is heavy in term of texture maps and if these maps are shared between different nodes, which nodes use instances and how many instances target these nodes, if objects are in the half space behind or in front your active camera, as well as the type, category, parent, number of children, volume, distance, the current shaders, material information, etc., etc. of each node. This gives you an excellent overview of your scene, allowing you for instance to rapidly identify which nodes can be problematic in terms of scene weight, or which nodes can be easily unmapped or even removed from your scene. A configuration script allows you to determine which nodes (all, selected, or selected and children), and which properties you want to analyze using the Analyzer script. Many properties are already included, and the script is designed to grow, more properties can be added in the future. This configuration script remembers your last configuration, and only the analyzed nodes and properties will be displayed using the final Analyzer script. In the analysis table of the Analyzer, which is the main script displaying node by node all the properties you analyzed organized by columns, you can change the columns width, their order (you can drag and drop the most interesting columns for you on the left of the table). You can sort each column ascending or descending simply by clicking on their title, allowing you to sort your nodes by type, distance, size, category, product, number of faces, material properties, and much more! You can check (or uncheck) manually the nodes you want to act on, but this can also be done automatically using some specific criteria that you can define thanks to the many tools located just on the left of the analysis table. Indeed, on the left of the final interface, you will find a lot of tools allowing a fast check (a fast selection) or uncheck of nodes depending on specific properties (by product, by type, by category, by number of faces, by position relative to the active camera, by number of maps, etc, etc.). Associated with this manual or this smart check/uncheck of elements, a list of actions can be launched, acting on all the checked elements in your table, allowing you to efficiently organize and/or simplify your scene. These actions include links between checked nodes and scene selection (add to or remove from scene selection, make checked nodes the exact scene selection, actions on children selection). These actions also include grouping, parenting, and smart renaming operations (smart renaming being able to include a prefix depending on the property you want and/or a comment in front of the initial name). You will also find tools acting on materials (unmapping normal, or displacement, or bump, or all, or switching off translucency), or on subdivision levels, on visibility (preview, render, simulation), or deleting nodes with our without unparenting their children first. The possibilities and advantages of this interface are wide, and cover a large field of applications. SAOS can be used from the most complex to the simplest way. You can for instance analyze only the product and the category in order use the Analyzer to simply select all nodes coming from a same product and eventually group or rename them, or to unselect all nodes sharing a same category. But you can go for more complex options, such as selecting all the heavy (in term of faces) objects in the half space behind the camera in order to hide or delete them, directly via the script or to "tag" them as "Removable" using the smart renaming comment, or to hide or delete all the small (in term of size) objects located far away from the camera. With Scene Analyzer Organizer Simplifier, you benefit several great advantages, such a an excellent overview of all the key properties of the all the nodes you want in a single table, and a set of selection and action tools allowing you to organize (smart renaming, grouping, re-parenting) and simplify your scene (remove or hide useless nodes, partially or totally unmap them, lower their subdivision), either directly from the script interface, or in later on in Daz Studio (identifying them easier thanks to selection, grouping or renaming). This organization and simplification generally lead to a more efficient and much more comfortable workflow, and can also be used to reduce the memory consumption of your scene.

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