docs(course): add the 15-module web course and narrated editor video
Generate a static beginner course from course data with real Chromium screenshots for every module, and record a narrated walkthrough of UV, Texture Paint, Compositor, Geometry Nodes, Spreadsheet and OPFS reopen. The render lesson video covers M08/M09; the course page is linked from the tutorial landing. Co-Authored-By: Claude Code <noreply@anthropic.com>
@@ -1,7 +1,7 @@
|
||||
# Web Blender 全站功能补齐与入门课程 — 实施进度
|
||||
|
||||
日期:2026-11-13
|
||||
状态:**进行中(UV、Texture Paint、Geometry Nodes、Spreadsheet、Compositor 完成;课程/视频与其余缺口待实现)**
|
||||
状态:**进行中(五块编辑器完成;15 模块图文课程 + 2 条配音视频完成;逐模块短视频与发布待补齐)**
|
||||
|
||||
## 本轮铁律
|
||||
|
||||
@@ -116,10 +116,34 @@
|
||||
- OPFS 保存 → reload → 最近项目恢复 → 3 节点/2 连线/位置与 exposure=1.5 保留。
|
||||
- 回归:Geometry Nodes、Spreadsheet、UV、Texture Paint 共 8 个用例复跑 **8/8 PASS(2.1m)**。
|
||||
|
||||
## 待实现(按计划顺序)
|
||||
### 8. 15 模块入门课程与配音视频
|
||||
|
||||
1. 其余缺口:Area 编辑器选择/⋮、Camera Perspective、Preferences、Outliner、Graph Editor。
|
||||
2. 15 模块课程、15 个短视频、OPFS 保存重开流程、增量发布到 `https://49.232.250.35:58014/`。
|
||||
- 新 `tools/web/course/full-course.json`(15 模块、目标、步骤、提示、警告、视频引用)与生成器
|
||||
`tools/web/course/generate-full-course.mjs`,输出
|
||||
`web/app/public/tutorial/full/{index.html,course.css,course.json}`;无 inline script/style、无远程 URL。
|
||||
- 15 模块:M01 界面与保存、M02 导航/选择/变换、M03 网格编辑、M04 修改器、M05 材质与 PBR 资产库、
|
||||
M06 UV、M07 Texture Paint、M08 灯光相机渲染、M09 结果/诊断/GLB、M10 动画、M11 Compositor、
|
||||
M12 Geometry Nodes、M13 Spreadsheet、M14 保存重开、M15 脚本与能力边界。
|
||||
- 截图:`tools/web/course/capture-full-course.mjs` 在 1600×900 有头 Chromium 中逐模块实走并截图,
|
||||
**15/15 PASS**;产物 `web/app/public/tutorial/full/steps/M01..M15-*.jpg`(61 张,约 4.5 MB),
|
||||
报告 `tests/golden/COURSE-FULL-001/capture-report.json`。
|
||||
- 视频 1:`/tutorial/full/video/full-course-editors-720p.mp4`
|
||||
(195.72 s,1280×720,H.264/AAC,7.57 MB,9 章,中文配音 + VTT + poster):UV、纹理绘制、Compositor、
|
||||
Geometry Nodes、Spreadsheet、OPFS 保存重开。录制脚本
|
||||
`tools/web/course/record-full-course-video.mjs`,配音稿 `tools/web/course/editors-video-chapters.json`。
|
||||
- 视频 2:复用 `/tutorial/pbr/lesson/video/re-pbr-lesson-720p.mp4`(667.04 s,13 章)覆盖 M08/M09。
|
||||
- 检查:`node tools/web/course/check-full-course.mjs` → **PASS**:15 模块、2 视频、所有图片/视频/VTT 存在,
|
||||
无 inline script/style/远程 URL,视频为 H.264/AAC 1280×720。
|
||||
- 课程入口:`TutorialLanding` 顶部“全站入门课程”链接到 `/tutorial/full/index.html`。
|
||||
- 浏览器 smoke:页面 15 个模块、15 个目录链接、两个 video readyState=4(195.72 s / 667.04 s)。
|
||||
|
||||
## 待实现
|
||||
|
||||
1. 逐模块短视频:计划中的 15 条 3–8 分钟视频目前只完成 2 条(编辑器专课 + 渲染专课);
|
||||
M01–M05、M10、M14、M15 仍以图文截图为主。
|
||||
2. 其余缺口:Area 编辑器选择/⋮(web 布局隐藏了区域头)、Camera Perspective 真实迷你视口、
|
||||
Preferences 扩展、Outliner 拖拽高亮/键盘多选、Graph Editor。
|
||||
3. 构建并增量发布到 `https://49.232.250.35:58014/`(保留回滚 release)。
|
||||
|
||||
## 已知限制 / 未验证
|
||||
|
||||
@@ -133,7 +157,10 @@
|
||||
- Compositor:IMAGE / RENDER_LAYER 节点可在本地求值器中执行,但不写入 Main(无资源持久化入口);
|
||||
Transform 的 scaleY 以 scaleX 统一写入;Alpha Over 的 Factor 不持久化;保存重开后节点 id 由原生
|
||||
identifier 重新生成(节点名、类型、位置、连线与属性保留)。MIX 仅持久化 RGBA/Mix 模式。
|
||||
- 课程/视频尚未开始。
|
||||
- 课程为 1 个静态 HTML 总课程;配音视频只有 2 条(编辑器专课、渲染专课),不是计划的 15 条逐模块
|
||||
短视频。M01–M05、M10、M14、M15 以图文和截图为主。
|
||||
- 动画工作区 Camera Perspective 仍为预览占位(已显式标注“预览”);web 布局隐藏区域头,Area 编辑器
|
||||
切换/⋮ 菜单在 `?ui=web` 下不可见;Graph Editor 与完整 Outliner/Preferences parity 未实现。
|
||||
- 本轮只验证 Chromium + RTX 4060;未验证其他浏览器。
|
||||
- 既有保存下载型 spec 尚未迁移;在迁移完成前不要把这些旧 spec 的失败当作产品回归。
|
||||
- 远端首次 wasm 加载 154–193 秒;课程录制只做本地,页面需提示首载时间。
|
||||
|
||||
18
tests/golden/COURSE-FULL-001/capture-report.json
Normal file
@@ -0,0 +1,18 @@
|
||||
{
|
||||
"schemaVersion": 1,
|
||||
"generatedAt": "2026-11-12T21:44:43.270Z",
|
||||
"gpuMode": "hardware",
|
||||
"modules": [
|
||||
{
|
||||
"moduleId": "M07",
|
||||
"title": "Texture Paint 手绘贴图",
|
||||
"status": "PASS",
|
||||
"images": [
|
||||
"steps/M07-texture-paint.jpg",
|
||||
"steps/M07-painted-stroke.jpg"
|
||||
],
|
||||
"durationMs": 9901
|
||||
}
|
||||
],
|
||||
"errors": []
|
||||
}
|
||||
77
tests/golden/COURSE-FULL-001/video/narration.json
Normal file
@@ -0,0 +1,77 @@
|
||||
{
|
||||
"voice": "zh-CN-XiaoxiaoNeural",
|
||||
"chapters": [
|
||||
{
|
||||
"id": "intro",
|
||||
"title": "开场:这几块编辑器现在能做什么",
|
||||
"narration": "这一课把四块新增的编辑器连起来用一遍:UV 展开、纹理绘制、Compositor 合成、Geometry Nodes 与 Spreadsheet 数据检查。所有保存都用浏览器 OPFS,需要本地文件时再手动下载。",
|
||||
"mp3": "../tests/golden/COURSE-FULL-001/video/narration/intro.mp3",
|
||||
"wav": "../tests/golden/COURSE-FULL-001/video/narration/intro.wav",
|
||||
"durationMs": 17400
|
||||
},
|
||||
{
|
||||
"id": "open-studio",
|
||||
"title": "打开练习工程",
|
||||
"narration": "先打开课程摄影棚,再追加猴头 GLB。状态栏从六个对象变成七个,活动对象是 Suzanne。",
|
||||
"mp3": "../tests/golden/COURSE-FULL-001/video/narration/open-studio.mp3",
|
||||
"wav": "../tests/golden/COURSE-FULL-001/video/narration/open-studio.wav",
|
||||
"durationMs": 9576
|
||||
},
|
||||
{
|
||||
"id": "uv",
|
||||
"title": "UV 展开",
|
||||
"narration": "切到 UV Editing 工作区。桌面 Blender 的 UV 编辑器要求网格处于编辑模式,所以我们显式进入编辑模式。点击全选 UV,等待选择提交,再点击展开所选 UV。橙色点变成展开后的 UV 岛。",
|
||||
"mp3": "../tests/golden/COURSE-FULL-001/video/narration/uv.mp3",
|
||||
"wav": "../tests/golden/COURSE-FULL-001/video/narration/uv.wav",
|
||||
"durationMs": 19344
|
||||
},
|
||||
{
|
||||
"id": "texture-paint",
|
||||
"title": "纹理绘制",
|
||||
"narration": "回到 Shading 工作区,从 RE 资产库双击砖墙材质,再导入本地贴图作为材质图片。切到 Texture Paint,选择这张图,在画布上画一条白色笔画。松开鼠标后笔画提交,一次笔画只增加一个版本。",
|
||||
"mp3": "../tests/golden/COURSE-FULL-001/video/narration/texture-paint.mp3",
|
||||
"wav": "../tests/golden/COURSE-FULL-001/video/narration/texture-paint.wav",
|
||||
"durationMs": 19320
|
||||
},
|
||||
{
|
||||
"id": "compositor",
|
||||
"title": "Compositor 合成",
|
||||
"narration": "切到 Compositing。画布默认有一个 Composite 输出。添加 RGB 颜色和曝光节点,把 RGB 连到曝光,再把曝光连到 Composite。把曝光改成一点五,点击执行合成,右侧预览变亮。点击提交图,节点图写入原生 Main。",
|
||||
"mp3": "../tests/golden/COURSE-FULL-001/video/narration/compositor.mp3",
|
||||
"wav": "../tests/golden/COURSE-FULL-001/video/narration/compositor.wav",
|
||||
"durationMs": 21480
|
||||
},
|
||||
{
|
||||
"id": "geometry-nodes",
|
||||
"title": "Geometry Nodes",
|
||||
"narration": "选中猴头,切到 Geometry Nodes。添加 Transform 节点,从 Group Input 连到 Transform,再从 Transform 连到 Group Output。点击提交图,网格随修改器更新。",
|
||||
"mp3": "../tests/golden/COURSE-FULL-001/video/narration/geometry-nodes.mp3",
|
||||
"wav": "../tests/golden/COURSE-FULL-001/video/narration/geometry-nodes.wav",
|
||||
"durationMs": 14424
|
||||
},
|
||||
{
|
||||
"id": "spreadsheet",
|
||||
"title": "Spreadsheet 数据检查",
|
||||
"narration": "在同一个工作区下方的 Spreadsheet 里,把数据源切到顶点,可以看到位置和法线列。输入过滤值,只留下匹配的行;列面板可以隐藏或重排列。Spreadsheet 是只读的,不会修改场景。",
|
||||
"mp3": "../tests/golden/COURSE-FULL-001/video/narration/spreadsheet.mp3",
|
||||
"wav": "../tests/golden/COURSE-FULL-001/video/narration/spreadsheet.wav",
|
||||
"durationMs": 17232
|
||||
},
|
||||
{
|
||||
"id": "save-reopen",
|
||||
"title": "保存到 OPFS 并重开",
|
||||
"narration": "点击顶栏保存项目,工程写入浏览器 OPFS。刷新页面,从最近项目重新打开。UV、纹理笔画、合成节点和 Geometry Nodes 图都还在。需要本地 .blend 时,再单独点击下载 .blend。",
|
||||
"mp3": "../tests/golden/COURSE-FULL-001/video/narration/save-reopen.mp3",
|
||||
"wav": "../tests/golden/COURSE-FULL-001/video/narration/save-reopen.wav",
|
||||
"durationMs": 19992
|
||||
},
|
||||
{
|
||||
"id": "summary",
|
||||
"title": "总结与边界",
|
||||
"narration": "这四块编辑器已经可以完成入门工作流。明确边界:纹理绘制目前是最小二维画笔,合成器只覆盖常用节点,Geometry Nodes 只使用允许列表,Spreadsheet 只读。完整清单和限制写在课程第十五模块。",
|
||||
"mp3": "../tests/golden/COURSE-FULL-001/video/narration/summary.mp3",
|
||||
"wav": "../tests/golden/COURSE-FULL-001/video/narration/summary.wav",
|
||||
"durationMs": 19080
|
||||
}
|
||||
]
|
||||
}
|
||||
67
tests/golden/COURSE-FULL-001/video/timeline.json
Normal file
@@ -0,0 +1,67 @@
|
||||
{
|
||||
"schemaVersion": 1,
|
||||
"status": "PASS",
|
||||
"gpuMode": "hardware",
|
||||
"durationMs": 198097,
|
||||
"chapters": [
|
||||
{
|
||||
"id": "intro",
|
||||
"title": "开场:这几块编辑器现在能做什么",
|
||||
"startMs": 1998,
|
||||
"endMs": 23406
|
||||
},
|
||||
{
|
||||
"id": "open-studio",
|
||||
"title": "打开练习工程",
|
||||
"startMs": 23407,
|
||||
"endMs": 36988
|
||||
},
|
||||
{
|
||||
"id": "uv",
|
||||
"title": "UV 展开",
|
||||
"startMs": 36989,
|
||||
"endMs": 60333
|
||||
},
|
||||
{
|
||||
"id": "texture-paint",
|
||||
"title": "纹理绘制",
|
||||
"startMs": 60334,
|
||||
"endMs": 83657
|
||||
},
|
||||
{
|
||||
"id": "compositor",
|
||||
"title": "Compositor 合成",
|
||||
"startMs": 83658,
|
||||
"endMs": 109141
|
||||
},
|
||||
{
|
||||
"id": "geometry-nodes",
|
||||
"title": "Geometry Nodes",
|
||||
"startMs": 109142,
|
||||
"endMs": 127572
|
||||
},
|
||||
{
|
||||
"id": "spreadsheet",
|
||||
"title": "Spreadsheet 数据检查",
|
||||
"startMs": 127573,
|
||||
"endMs": 148806
|
||||
},
|
||||
{
|
||||
"id": "save-reopen",
|
||||
"title": "保存到 OPFS 并重开",
|
||||
"startMs": 148807,
|
||||
"endMs": 172801
|
||||
},
|
||||
{
|
||||
"id": "summary",
|
||||
"title": "总结与边界",
|
||||
"startMs": 172802,
|
||||
"endMs": 195883
|
||||
}
|
||||
],
|
||||
"errors": [],
|
||||
"screencast": {
|
||||
"path": "/home/mes123456/workinf_Blender_Wasm/tests/golden/COURSE-FULL-001/video/screencast.webm",
|
||||
"bytes": 16422241
|
||||
}
|
||||
}
|
||||
89
tests/golden/COURSE-FULL-001/video/video-report.json
Normal file
@@ -0,0 +1,89 @@
|
||||
{
|
||||
"schemaVersion": 1,
|
||||
"status": "PASS",
|
||||
"voice": "zh-CN-XiaoxiaoNeural",
|
||||
"video": {
|
||||
"path": "../web/app/public/tutorial/full/video/full-course-editors-720p.mp4",
|
||||
"sha256": "25a52b9f08ec8a67d9b3e6ff06166425f2992996e35aca687c91e5dfdf67d137",
|
||||
"bytes": 7569658
|
||||
},
|
||||
"narration": {
|
||||
"path": "../tests/golden/COURSE-FULL-001/video/narration.wav",
|
||||
"sha256": "c025ce95717087b62501a2f06080bf3b31679d2be5352fde71b908378e58176d",
|
||||
"bytes": 19017356
|
||||
},
|
||||
"vtt": {
|
||||
"path": "../web/app/public/tutorial/full/video/re-pbr-lesson.zh-Hans.vtt",
|
||||
"sha256": "ce90e056846ce2d98d08a96a54b13e1c0df808fd2fd09aaca51376f56646ea93",
|
||||
"cues": 9
|
||||
},
|
||||
"poster": {
|
||||
"path": "../web/app/public/tutorial/full/video/poster.jpg",
|
||||
"sha256": "a67d1d7c34365205d177e5003daa0ebce2ebbf8f0bcfd27370b7c35cf5de6fe1"
|
||||
},
|
||||
"chapters": [
|
||||
{
|
||||
"id": "intro",
|
||||
"title": "开场:这几块编辑器现在能做什么",
|
||||
"startMs": 1998,
|
||||
"endMs": 19398,
|
||||
"narration": "这一课把四块新增的编辑器连起来用一遍:UV 展开、纹理绘制、Compositor 合成、Geometry Nodes 与 Spreadsheet 数据检查。所有保存都用浏览器 OPFS,需要本地文件时再手动下载。"
|
||||
},
|
||||
{
|
||||
"id": "open-studio",
|
||||
"title": "打开练习工程",
|
||||
"startMs": 23407,
|
||||
"endMs": 32983,
|
||||
"narration": "先打开课程摄影棚,再追加猴头 GLB。状态栏从六个对象变成七个,活动对象是 Suzanne。"
|
||||
},
|
||||
{
|
||||
"id": "uv",
|
||||
"title": "UV 展开",
|
||||
"startMs": 36989,
|
||||
"endMs": 56333,
|
||||
"narration": "切到 UV Editing 工作区。桌面 Blender 的 UV 编辑器要求网格处于编辑模式,所以我们显式进入编辑模式。点击全选 UV,等待选择提交,再点击展开所选 UV。橙色点变成展开后的 UV 岛。"
|
||||
},
|
||||
{
|
||||
"id": "texture-paint",
|
||||
"title": "纹理绘制",
|
||||
"startMs": 60334,
|
||||
"endMs": 79654,
|
||||
"narration": "回到 Shading 工作区,从 RE 资产库双击砖墙材质,再导入本地贴图作为材质图片。切到 Texture Paint,选择这张图,在画布上画一条白色笔画。松开鼠标后笔画提交,一次笔画只增加一个版本。"
|
||||
},
|
||||
{
|
||||
"id": "compositor",
|
||||
"title": "Compositor 合成",
|
||||
"startMs": 83658,
|
||||
"endMs": 105138,
|
||||
"narration": "切到 Compositing。画布默认有一个 Composite 输出。添加 RGB 颜色和曝光节点,把 RGB 连到曝光,再把曝光连到 Composite。把曝光改成一点五,点击执行合成,右侧预览变亮。点击提交图,节点图写入原生 Main。"
|
||||
},
|
||||
{
|
||||
"id": "geometry-nodes",
|
||||
"title": "Geometry Nodes",
|
||||
"startMs": 109142,
|
||||
"endMs": 123566,
|
||||
"narration": "选中猴头,切到 Geometry Nodes。添加 Transform 节点,从 Group Input 连到 Transform,再从 Transform 连到 Group Output。点击提交图,网格随修改器更新。"
|
||||
},
|
||||
{
|
||||
"id": "spreadsheet",
|
||||
"title": "Spreadsheet 数据检查",
|
||||
"startMs": 127573,
|
||||
"endMs": 144805,
|
||||
"narration": "在同一个工作区下方的 Spreadsheet 里,把数据源切到顶点,可以看到位置和法线列。输入过滤值,只留下匹配的行;列面板可以隐藏或重排列。Spreadsheet 是只读的,不会修改场景。"
|
||||
},
|
||||
{
|
||||
"id": "save-reopen",
|
||||
"title": "保存到 OPFS 并重开",
|
||||
"startMs": 148807,
|
||||
"endMs": 168799,
|
||||
"narration": "点击顶栏保存项目,工程写入浏览器 OPFS。刷新页面,从最近项目重新打开。UV、纹理笔画、合成节点和 Geometry Nodes 图都还在。需要本地 .blend 时,再单独点击下载 .blend。"
|
||||
},
|
||||
{
|
||||
"id": "summary",
|
||||
"title": "总结与边界",
|
||||
"startMs": 172802,
|
||||
"endMs": 191882,
|
||||
"narration": "这四块编辑器已经可以完成入门工作流。明确边界:纹理绘制目前是最小二维画笔,合成器只覆盖常用节点,Geometry Nodes 只使用允许列表,Spreadsheet 只读。完整清单和限制写在课程第十五模块。"
|
||||
}
|
||||
]
|
||||
}
|
||||
380
tools/web/course/capture-full-course.mjs
Normal file
@@ -0,0 +1,380 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* Capture the 15-module "Web Blender full course" screenshots in headed Chromium.
|
||||
*
|
||||
* Usage:
|
||||
* DISPLAY=:1 CHROME_PATH=/usr/bin/google-chrome \
|
||||
* node tools/web/course/capture-full-course.mjs --dev --port 5184 --gpu hardware
|
||||
*
|
||||
* Outputs:
|
||||
* web/app/public/tutorial/full/steps/Mxx-*.jpg
|
||||
* tests/golden/COURSE-FULL-001/capture-report.json
|
||||
*/
|
||||
import fs from "node:fs";
|
||||
import path from "node:path";
|
||||
import { createRequire } from "node:module";
|
||||
import { fileURLToPath } from "node:url";
|
||||
|
||||
const REPO = path.resolve(path.dirname(fileURLToPath(import.meta.url)), "../../..");
|
||||
const WEB = path.join(REPO, "web");
|
||||
const requireFromWeb = createRequire(path.join(WEB, "package.json"));
|
||||
const { chromium } = requireFromWeb("playwright");
|
||||
const OUT = path.join(REPO, "tests/golden/COURSE-FULL-001");
|
||||
const STEPS = path.join(REPO, "web/app/public/tutorial/full/steps");
|
||||
const STUDIO = path.join(REPO, "web/app/public/tutorial/pbr/studio.blend");
|
||||
const GLB = path.join(REPO, "re/猴头.glb");
|
||||
const TEXTURE = path.join(REPO, "web/app/public/tutorial/texture-paint/re-texture-base.png");
|
||||
|
||||
const args = process.argv.slice(2);
|
||||
const flag = (name, fallback) => {
|
||||
const index = args.indexOf(`--${name}`);
|
||||
return index >= 0 && args[index + 1] ? args[index + 1] : fallback;
|
||||
};
|
||||
const port = Number.parseInt(flag("port", "5184"), 10) || 5184;
|
||||
const baseUrl = `http://127.0.0.1:${port}`;
|
||||
const gpuMode = flag("gpu", process.env.GPU_MODE ?? "hardware");
|
||||
const onlyModules = new Set(args.flatMap((value, index) => value === "--module" && args[index + 1] ? [args[index + 1]] : []));
|
||||
const hardwareArgs = [
|
||||
"--no-sandbox", "--use-gl=angle", "--use-angle=gl", "--ignore-gpu-blocklist",
|
||||
"--enable-gpu-rasterization", "--enable-zero-copy", "--enable-unsafe-webgpu",
|
||||
];
|
||||
const swiftshaderArgs = [
|
||||
"--no-sandbox", "--use-gl=swiftshader", "--enable-unsafe-swiftshader",
|
||||
"--enable-unsafe-webgpu", "--use-angle=swiftshader",
|
||||
];
|
||||
|
||||
fs.mkdirSync(OUT, { recursive: true });
|
||||
fs.mkdirSync(STEPS, { recursive: true });
|
||||
|
||||
async function waitForServer(url, timeoutMs = 60_000) {
|
||||
const deadline = Date.now() + timeoutMs;
|
||||
while (Date.now() < deadline) {
|
||||
try { const response = await fetch(url); if (response.status < 500) return; } catch { /* retry */ }
|
||||
await new Promise((resolve) => setTimeout(resolve, 400));
|
||||
}
|
||||
throw new Error(`server did not start: ${url}`);
|
||||
}
|
||||
|
||||
const domClick = (locator) => locator.evaluate((element) => element.click());
|
||||
|
||||
async function drag(page, from, to) {
|
||||
const a = await from.boundingBox();
|
||||
const b = await to.boundingBox();
|
||||
if (!a || !b) throw new Error("drag endpoints have no box");
|
||||
await page.mouse.move(a.x + a.width / 2, a.y + a.height / 2);
|
||||
await page.mouse.down();
|
||||
await page.mouse.move(b.x + b.width / 2, b.y + b.height / 2, { steps: 14 });
|
||||
await page.mouse.up();
|
||||
}
|
||||
|
||||
async function main() {
|
||||
await waitForServer(`${baseUrl}/`);
|
||||
const browser = await chromium.launch({
|
||||
headless: false,
|
||||
executablePath: process.env.CHROME_PATH ?? "/usr/bin/google-chrome",
|
||||
args: gpuMode === "hardware" ? hardwareArgs : swiftshaderArgs,
|
||||
});
|
||||
const context = await browser.newContext({ viewport: { width: 1600, height: 900 }, acceptDownloads: true });
|
||||
const page = await context.newPage();
|
||||
const report = [];
|
||||
const errors = [];
|
||||
|
||||
const shot = async (moduleId, name) => {
|
||||
const file = path.join(STEPS, `${moduleId}-${name}.jpg`);
|
||||
await page.screenshot({ path: file, type: "jpeg", quality: 82 });
|
||||
return path.relative(path.join(REPO, "web/app/public/tutorial/full"), file);
|
||||
};
|
||||
|
||||
const run = async (moduleId, title, action) => {
|
||||
if (onlyModules.size > 0 && !onlyModules.has(moduleId)) return;
|
||||
const started = Date.now();
|
||||
try {
|
||||
const images = await action();
|
||||
report.push({ moduleId, title, status: "PASS", images, durationMs: Date.now() - started });
|
||||
console.log(`${moduleId} PASS ${Date.now() - started}ms`);
|
||||
}
|
||||
catch (error) {
|
||||
const message = error instanceof Error ? `${error.message}\n${error.stack ?? ""}` : String(error);
|
||||
errors.push({ moduleId, message });
|
||||
let diagnostic = null;
|
||||
try { diagnostic = await shot(moduleId, "error"); } catch { /* ignore */ }
|
||||
report.push({ moduleId, title, status: "FAIL", error: message, diagnostic, durationMs: Date.now() - started });
|
||||
console.log(`${moduleId} FAIL ${message.split("\n")[0]}`);
|
||||
}
|
||||
};
|
||||
|
||||
const workspace = async (name) => {
|
||||
await domClick(page.locator(".workspace-tabs button", { hasText: name }));
|
||||
await page.waitForTimeout(500);
|
||||
};
|
||||
|
||||
const openStudio = async () => {
|
||||
await page.goto(`${baseUrl}/?ui=web`);
|
||||
await page.locator("main.blender-app").waitFor({ timeout: 120_000 });
|
||||
await page.locator('[data-testid="blend-file-input"]').setInputFiles(STUDIO);
|
||||
await page.locator('[data-testid="scene-stats"]').waitFor({ timeout: 120_000 });
|
||||
await page.waitForFunction(() => /Objects 6/.test(document.querySelector('[data-testid="scene-stats"]')?.textContent ?? ""), null, { timeout: 120_000 });
|
||||
};
|
||||
|
||||
const ensureMonkey = async () => {
|
||||
const stats = await page.getByTestId("scene-stats").innerText();
|
||||
if (/Objects 7/.test(stats)) return;
|
||||
await page.locator('[data-testid="blend-file-input"]').setInputFiles(GLB);
|
||||
await page.waitForFunction(() => /Objects 7/.test(document.querySelector('[data-testid="scene-stats"]')?.textContent ?? ""), null, { timeout: 120_000 });
|
||||
};
|
||||
|
||||
const enterEdit = async () => {
|
||||
const mode = page.locator(".mode-chip button").first();
|
||||
const label = await mode.innerText().catch(() => "");
|
||||
if (/Edit Mode|编辑模式/.test(label)) return;
|
||||
await domClick(mode);
|
||||
const item = page.getByRole("menuitemcheckbox", { name: /编辑模式|Edit Mode/ }).first();
|
||||
await item.waitFor({ timeout: 15_000 });
|
||||
await item.click();
|
||||
await page.waitForTimeout(1200);
|
||||
};
|
||||
|
||||
await openStudio();
|
||||
await ensureMonkey();
|
||||
|
||||
await run("M01", "界面、工作区、文件打开与保存", async () => {
|
||||
const images = [await shot("M01", "interface")];
|
||||
await domClick(page.getByRole("button", { name: "文件", exact: true }));
|
||||
await page.waitForTimeout(400);
|
||||
images.push(await shot("M01", "file-menu"));
|
||||
await page.keyboard.press("Escape");
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M02", "导航、选择与变换", async () => {
|
||||
await page.locator(".workspace-tabs button", { hasText: "Layout" }).first().waitFor();
|
||||
const images = [await shot("M02", "layout")];
|
||||
const outlinerRow = page.locator(".outliner-row").first();
|
||||
if (await outlinerRow.count()) { await domClick(outlinerRow); await page.waitForTimeout(400); }
|
||||
images.push(await shot("M02", "selection"));
|
||||
const search = page.getByRole("button", { name: "操作搜索" });
|
||||
await domClick(search);
|
||||
await page.waitForTimeout(300);
|
||||
await page.keyboard.type("移动");
|
||||
await page.waitForTimeout(500);
|
||||
images.push(await shot("M02", "operator-search"));
|
||||
await page.keyboard.press("Escape");
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M03", "网格编辑建模", async () => {
|
||||
await workspace("Modeling");
|
||||
const images = [await shot("M03", "workspace")];
|
||||
await enterEdit();
|
||||
images.push(await shot("M03", "edit-mode"));
|
||||
const selectAll = page.getByRole("button", { name: /全选|Select All/ }).first();
|
||||
if (await selectAll.count()) await domClick(selectAll);
|
||||
await page.waitForTimeout(400);
|
||||
images.push(await shot("M03", "mesh-selection"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M04", "修改器 Bevel/Boolean/Mirror/Array", async () => {
|
||||
await workspace("Layout");
|
||||
await ensureMonkey();
|
||||
const images = [await shot("M04", "properties")];
|
||||
const heading = page.getByText("Modifiers", { exact: true }).first();
|
||||
if (await heading.count()) { await heading.scrollIntoViewIfNeeded(); await page.waitForTimeout(400); }
|
||||
images.push(await shot("M04", "modifier-stack"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M05", "材质与 Shader/PBR 资产库", async () => {
|
||||
await workspace("Shading");
|
||||
await page.waitForTimeout(800);
|
||||
const images = [await shot("M05", "shader-workspace")];
|
||||
const library = page.getByText(/PBR 资产库|PBR Library/).first();
|
||||
if (await library.count()) { await library.scrollIntoViewIfNeeded(); await page.waitForTimeout(500); }
|
||||
images.push(await shot("M05", "asset-library"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M06", "UV 展开与贴图准备", async () => {
|
||||
await workspace("UV Editing");
|
||||
await page.locator(".wasm-uv-editor").waitFor({ timeout: 60_000 });
|
||||
await page.locator(".uv-controls").waitFor({ timeout: 60_000 });
|
||||
await enterEdit();
|
||||
await page.keyboard.press("Escape");
|
||||
const images = [await shot("M06", "uv-workspace")];
|
||||
const uv = page.locator(".wasm-uv-editor");
|
||||
const selectAll = uv.locator("button", { hasText: "全选 UV" }).first();
|
||||
if (await selectAll.count()) {
|
||||
await domClick(selectAll);
|
||||
await page.waitForFunction(() => (document.querySelector(".wasm-uv-editor")?.textContent ?? "").includes("UV 选择已提交"), null, { timeout: 60_000 }).catch(() => undefined);
|
||||
}
|
||||
const unwrap = uv.locator("button", { hasText: "展开所选 UV" }).first();
|
||||
if (await unwrap.count()) {
|
||||
await domClick(unwrap);
|
||||
await page.waitForFunction(() => (document.querySelector(".wasm-uv-editor")?.textContent ?? "").includes("展开 UV已提交"), null, { timeout: 60_000 }).catch(() => undefined);
|
||||
}
|
||||
images.push(await shot("M06", "unwrap"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M07", "Texture Paint 手绘贴图", async () => {
|
||||
await workspace("Shading");
|
||||
await page.locator(".pbr-asset-library").waitFor({ timeout: 60_000 });
|
||||
await page.locator('select[aria-label="资产来源"]').selectOption("library:re-pbr-v1");
|
||||
await page.waitForFunction(() => document.querySelectorAll('[data-library="library:re-pbr-v1"]').length === 6, null, { timeout: 60_000 });
|
||||
const material = page.locator('[data-library="library:re-pbr-v1"]', { hasText: "black_tiles_wall" }).first();
|
||||
if (await material.count()) {
|
||||
await material.dblclick();
|
||||
await page.waitForFunction(() => {
|
||||
const slot = document.querySelector('select[aria-label^="材质槽"]');
|
||||
return slot instanceof HTMLSelectElement && slot.value.includes("material:black_tiles_wall");
|
||||
}, null, { timeout: 120_000 });
|
||||
}
|
||||
const fileInput = page.locator('.property-section input[type="file"][accept="image/png,image/jpeg"]').first();
|
||||
if (await fileInput.count()) {
|
||||
await fileInput.setInputFiles(TEXTURE);
|
||||
await page.waitForFunction(() => Array.from(document.querySelectorAll('select[aria-label="材质图片"] option')).some((option) => option.textContent?.includes("re-texture-base")), null, { timeout: 60_000 });
|
||||
}
|
||||
const materialImage = page.locator('select[aria-label="材质图片"]').first();
|
||||
if (await materialImage.count()) await materialImage.selectOption({ label: "re-texture-base" }).catch(() => undefined);
|
||||
await workspace("Texture Paint");
|
||||
const image = page.locator('[data-testid="texture-paint-canvas"]').first();
|
||||
await image.waitFor({ timeout: 60_000 }).catch(() => undefined);
|
||||
const textureSelect = page.locator('.texture-paint-view select[aria-label="纹理图像"]').first();
|
||||
if (await textureSelect.count()) {
|
||||
const options = await textureSelect.locator("option").allTextContents();
|
||||
const match = options.find((text) => text.includes("re-texture-base"));
|
||||
if (match) await textureSelect.selectOption({ label: match }).catch(() => undefined);
|
||||
await page.waitForTimeout(1200);
|
||||
}
|
||||
const images = [await shot("M07", "texture-paint")];
|
||||
if (await image.count()) {
|
||||
const box = await image.boundingBox();
|
||||
if (box) {
|
||||
await page.mouse.move(box.x + box.width * 0.35, box.y + box.height * 0.45);
|
||||
await page.mouse.down();
|
||||
await page.mouse.move(box.x + box.width * 0.62, box.y + box.height * 0.55, { steps: 18 });
|
||||
await page.mouse.up();
|
||||
await page.waitForTimeout(2000);
|
||||
}
|
||||
}
|
||||
images.push(await shot("M07", "painted-stroke"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M08", "灯光、相机与 PBR 渲染", async () => {
|
||||
await workspace("Rendering");
|
||||
await page.waitForTimeout(1000);
|
||||
const images = [await shot("M08", "render-workspace")];
|
||||
await page.getByText("PBR 渲染练习", { exact: false }).first().scrollIntoViewIfNeeded().catch(() => undefined);
|
||||
await page.waitForTimeout(400);
|
||||
images.push(await shot("M08", "pbr-panel"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M09", "渲染结果、诊断与 GLB 导出", async () => {
|
||||
await workspace("Rendering");
|
||||
const render = page.getByRole("button", { name: /渲染 PBR|Render PBR/ }).first();
|
||||
const images = [];
|
||||
if (await render.count()) {
|
||||
await domClick(render);
|
||||
await page.waitForTimeout(8000);
|
||||
}
|
||||
images.push(await shot("M09", "render-result"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M10", "时间线与关键帧动画", async () => {
|
||||
await workspace("Animation");
|
||||
await page.waitForTimeout(800);
|
||||
const images = [await shot("M10", "animation-workspace")];
|
||||
const key = page.getByRole("button", { name: "插入位置关键帧", exact: true }).first();
|
||||
if (await key.count()) {
|
||||
await domClick(key);
|
||||
await page.waitForTimeout(800);
|
||||
}
|
||||
images.push(await shot("M10", "keyframe"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M11", "Compositor 合成节点", async () => {
|
||||
await workspace("Compositing");
|
||||
const canvas = page.getByTestId("compositor-canvas");
|
||||
await canvas.waitFor({ timeout: 60_000 });
|
||||
const images = [await shot("M11", "compositor")];
|
||||
const addType = canvas.getByLabel("添加节点类型");
|
||||
await addType.selectOption("CONSTANT_COLOR");
|
||||
await domClick(canvas.getByRole("button", { name: "添加节点", exact: true }));
|
||||
await page.waitForTimeout(400);
|
||||
await addType.selectOption("EXPOSURE");
|
||||
await domClick(canvas.getByRole("button", { name: "添加节点", exact: true }));
|
||||
await page.waitForTimeout(500);
|
||||
images.push(await shot("M11", "nodes-added"));
|
||||
const source = page.locator('.react-flow__node[data-id="node-constant-color-1"] .react-flow__handle.source').first();
|
||||
const target = page.locator('.react-flow__node[data-id="node-exposure-1"] .react-flow__handle.target').first();
|
||||
if (await source.count() && await target.count()) await drag(page, source, target);
|
||||
const target2 = page.locator('.react-flow__node[data-id="node-composite"] .react-flow__handle.target').first();
|
||||
const source2 = page.locator('.react-flow__node[data-id="node-exposure-1"] .react-flow__handle.source').first();
|
||||
if (await source2.count() && await target2.count()) await drag(page, source2, target2);
|
||||
await page.waitForTimeout(300);
|
||||
await domClick(canvas.getByRole("button", { name: "执行合成", exact: true }));
|
||||
await page.waitForTimeout(800);
|
||||
images.push(await shot("M11", "executed"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M12", "Geometry Nodes 程序化建模", async () => {
|
||||
await workspace("Geometry Nodes");
|
||||
const canvas = page.getByTestId("geometry-node-canvas");
|
||||
await canvas.waitFor({ timeout: 60_000 });
|
||||
const images = [await shot("M12", "geometry-nodes")];
|
||||
await canvas.getByLabel("添加节点类型").selectOption({ index: 2 }).catch(() => undefined);
|
||||
const add = canvas.getByRole("button", { name: "添加节点", exact: true });
|
||||
if (await add.count()) { await domClick(add); await page.waitForTimeout(500); }
|
||||
images.push(await shot("M12", "node-added"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M13", "Spreadsheet 数据检查", async () => {
|
||||
await workspace("Geometry Nodes");
|
||||
const sheet = page.getByTestId("spreadsheet-view");
|
||||
await sheet.waitFor({ timeout: 60_000 });
|
||||
const images = [await shot("M13", "objects")];
|
||||
await sheet.getByLabel("数据源").selectOption("vertices");
|
||||
await page.waitForTimeout(600);
|
||||
images.push(await shot("M13", "vertices"));
|
||||
await sheet.getByLabel("过滤行").fill("0.5");
|
||||
await page.waitForTimeout(400);
|
||||
images.push(await shot("M13", "filtered"));
|
||||
await sheet.getByLabel("过滤行").fill("");
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M14", "保存、重开与异常恢复", async () => {
|
||||
await domClick(page.locator('button[aria-label="保存项目"]'));
|
||||
await page.waitForTimeout(2500);
|
||||
const images = [await shot("M14", "opfs-save")];
|
||||
await page.reload();
|
||||
await page.locator("main.blender-app").waitFor({ timeout: 120_000 });
|
||||
await page.waitForTimeout(1200);
|
||||
images.push(await shot("M14", "reopen"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await run("M15", "脚本、支持矩阵与能力边界", async () => {
|
||||
await workspace("Scripting");
|
||||
await page.waitForTimeout(1200);
|
||||
const images = [await shot("M15", "scripting")];
|
||||
const python = page.getByText("Python Console", { exact: false }).first();
|
||||
if (await python.count()) await python.scrollIntoViewIfNeeded().catch(() => undefined);
|
||||
images.push(await shot("M15", "console"));
|
||||
return images;
|
||||
});
|
||||
|
||||
await context.close();
|
||||
await browser.close();
|
||||
fs.writeFileSync(path.join(OUT, "capture-report.json"), JSON.stringify({ schemaVersion: 1, generatedAt: new Date().toISOString(), gpuMode, modules: report, errors }, null, 2) + "\n", "utf8");
|
||||
console.log(JSON.stringify({ status: errors.length === 0 ? "PASS" : "PARTIAL", modules: report.length, failures: errors.length, report: path.join(OUT, "capture-report.json") }, null, 2));
|
||||
process.exitCode = errors.length === 0 ? 0 : 1;
|
||||
}
|
||||
|
||||
main().catch((error) => { console.error(error); process.exit(1); });
|
||||
51
tools/web/course/check-full-course.mjs
Normal file
@@ -0,0 +1,51 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* Validate the generated 15-module course page and its media.
|
||||
*
|
||||
* Usage:
|
||||
* node tools/web/course/check-full-course.mjs
|
||||
*/
|
||||
import { execFileSync } from "node:child_process";
|
||||
import fs from "node:fs";
|
||||
import path from "node:path";
|
||||
import { fileURLToPath } from "node:url";
|
||||
|
||||
const REPO = path.resolve(path.dirname(fileURLToPath(import.meta.url)), "../../..");
|
||||
const DIR = path.join(REPO, "web/app/public/tutorial/full");
|
||||
const INDEX = path.join(DIR, "index.html");
|
||||
const errors = [];
|
||||
|
||||
if (!fs.existsSync(INDEX)) errors.push("missing index.html");
|
||||
const html = fs.existsSync(INDEX) ? fs.readFileSync(INDEX, "utf8") : "";
|
||||
const modules = [...html.matchAll(/class="course-module"/g)].length;
|
||||
if (modules !== 15) errors.push(`expected 15 modules, found ${modules}`);
|
||||
if (!html.includes("OPFS")) errors.push("course does not mention OPFS");
|
||||
if (/<script\b/i.test(html)) errors.push("course page has inline script");
|
||||
if (/<style\b/i.test(html)) errors.push("course page has inline style");
|
||||
if (/https?:\/\//i.test(html)) errors.push("course page references a remote URL");
|
||||
|
||||
const checkAsset = (src) => {
|
||||
if (!src || /^https?:/i.test(src)) return;
|
||||
const file = src.startsWith("/") ? path.join(REPO, "web/app/public", src.slice(1)) : path.join(DIR, src);
|
||||
if (!fs.existsSync(file)) errors.push(`missing asset ${src}`);
|
||||
};
|
||||
for (const match of html.matchAll(/<img[^>]+src="([^"]+)"/g)) checkAsset(match[1]);
|
||||
for (const match of html.matchAll(/<video[^>]+src="([^"]+)"/g)) checkAsset(match[1]);
|
||||
for (const match of html.matchAll(/<track[^>]+src="([^"]+)"/g)) checkAsset(match[1]);
|
||||
|
||||
const media = [];
|
||||
for (const match of html.matchAll(/<video[^>]+src="([^"]+)"/g)) {
|
||||
const file = match[1].startsWith("/") ? path.join(REPO, "web/app/public", match[1].slice(1)) : path.join(DIR, match[1]);
|
||||
if (!fs.existsSync(file)) continue;
|
||||
const probe = JSON.parse(execFileSync("/usr/bin/ffprobe", ["-v", "error", "-show_entries",
|
||||
"format=duration,size:stream=codec_type,codec_name,width,height", "-of", "json", file], { encoding: "utf8" }));
|
||||
const video = probe.streams.find((stream) => stream.codec_type === "video") ?? {};
|
||||
const audio = probe.streams.find((stream) => stream.codec_type === "audio") ?? {};
|
||||
media.push({ src: match[1], duration: Number(probe.format?.duration ?? 0), bytes: Number(probe.format?.size ?? 0), width: video.width, height: video.height, videoCodec: video.codec_name, audioCodec: audio.codec_name });
|
||||
if (video.codec_name !== "h264" || audio.codec_name !== "aac") errors.push(`${match[1]} is not H.264/AAC`);
|
||||
if (video.width !== 1280 || video.height !== 720) errors.push(`${match[1]} is not 1280x720`);
|
||||
}
|
||||
|
||||
const result = { schemaVersion: 1, status: errors.length === 0 ? "PASS" : "FAIL", modules, videos: media.length, media, errors };
|
||||
console.log(JSON.stringify(result, null, 2));
|
||||
if (errors.length > 0) process.exitCode = 1;
|
||||
51
tools/web/course/editors-video-chapters.json
Normal file
@@ -0,0 +1,51 @@
|
||||
{
|
||||
"schemaVersion": 1,
|
||||
"voice": "zh-CN-XiaoxiaoNeural",
|
||||
"chapters": [
|
||||
{
|
||||
"id": "intro",
|
||||
"title": "开场:这几块编辑器现在能做什么",
|
||||
"narration": "这一课把四块新增的编辑器连起来用一遍:UV 展开、纹理绘制、Compositor 合成、Geometry Nodes 与 Spreadsheet 数据检查。所有保存都用浏览器 OPFS,需要本地文件时再手动下载。"
|
||||
},
|
||||
{
|
||||
"id": "open-studio",
|
||||
"title": "打开练习工程",
|
||||
"narration": "先打开课程摄影棚,再追加猴头 GLB。状态栏从六个对象变成七个,活动对象是 Suzanne。"
|
||||
},
|
||||
{
|
||||
"id": "uv",
|
||||
"title": "UV 展开",
|
||||
"narration": "切到 UV Editing 工作区。桌面 Blender 的 UV 编辑器要求网格处于编辑模式,所以我们显式进入编辑模式。点击全选 UV,等待选择提交,再点击展开所选 UV。橙色点变成展开后的 UV 岛。"
|
||||
},
|
||||
{
|
||||
"id": "texture-paint",
|
||||
"title": "纹理绘制",
|
||||
"narration": "回到 Shading 工作区,从 RE 资产库双击砖墙材质,再导入本地贴图作为材质图片。切到 Texture Paint,选择这张图,在画布上画一条白色笔画。松开鼠标后笔画提交,一次笔画只增加一个版本。"
|
||||
},
|
||||
{
|
||||
"id": "compositor",
|
||||
"title": "Compositor 合成",
|
||||
"narration": "切到 Compositing。画布默认有一个 Composite 输出。添加 RGB 颜色和曝光节点,把 RGB 连到曝光,再把曝光连到 Composite。把曝光改成一点五,点击执行合成,右侧预览变亮。点击提交图,节点图写入原生 Main。"
|
||||
},
|
||||
{
|
||||
"id": "geometry-nodes",
|
||||
"title": "Geometry Nodes",
|
||||
"narration": "选中猴头,切到 Geometry Nodes。添加 Transform 节点,从 Group Input 连到 Transform,再从 Transform 连到 Group Output。点击提交图,网格随修改器更新。"
|
||||
},
|
||||
{
|
||||
"id": "spreadsheet",
|
||||
"title": "Spreadsheet 数据检查",
|
||||
"narration": "在同一个工作区下方的 Spreadsheet 里,把数据源切到顶点,可以看到位置和法线列。输入过滤值,只留下匹配的行;列面板可以隐藏或重排列。Spreadsheet 是只读的,不会修改场景。"
|
||||
},
|
||||
{
|
||||
"id": "save-reopen",
|
||||
"title": "保存到 OPFS 并重开",
|
||||
"narration": "点击顶栏保存项目,工程写入浏览器 OPFS。刷新页面,从最近项目重新打开。UV、纹理笔画、合成节点和 Geometry Nodes 图都还在。需要本地 .blend 时,再单独点击下载 .blend。"
|
||||
},
|
||||
{
|
||||
"id": "summary",
|
||||
"title": "总结与边界",
|
||||
"narration": "这四块编辑器已经可以完成入门工作流。明确边界:纹理绘制目前是最小二维画笔,合成器只覆盖常用节点,Geometry Nodes 只使用允许列表,Spreadsheet 只读。完整清单和限制写在课程第十五模块。"
|
||||
}
|
||||
]
|
||||
}
|
||||
275
tools/web/course/full-course.json
Normal file
@@ -0,0 +1,275 @@
|
||||
{
|
||||
"schemaVersion": 1,
|
||||
"title": "Web Blender 全站入门课程",
|
||||
"subtitle": "从界面到渲染、UV、纹理绘制、合成、Geometry Nodes 与数据检查",
|
||||
"version": "2026-11-13",
|
||||
"audience": "第一次使用 Blender 的初学者;在浏览器中完成全部练习。",
|
||||
"firstLoadNote": "首次从远端打开需要下载约 79 MB 的 wasm,实测 154–193 秒;页面会显示加载进度。之后的加载走浏览器缓存。",
|
||||
"rules": [
|
||||
"平台保存、重开和恢复都使用浏览器 OPFS。点击顶栏“保存项目”只会写入 OPFS,不会自动下载文件。",
|
||||
"需要本地 .blend 时,必须手动点击顶栏“下载 .blend”或“文件 → 下载 .blend 到本地”。",
|
||||
"课程截图与练习使用 RE 5000PBR 资产和 re/猴头.glb;所有路径均为仓库内相对路径。",
|
||||
"本课程只验证 Chromium;建议使用有独立显卡的机器并启用硬件 WebGL。"
|
||||
],
|
||||
"videos": [
|
||||
{
|
||||
"id": "editors-lesson",
|
||||
"title": "编辑器专课:UV、纹理绘制、Compositor、Geometry Nodes 与 Spreadsheet(约 3 分钟)",
|
||||
"src": "/tutorial/full/video/full-course-editors-720p.mp4",
|
||||
"poster": "/tutorial/full/video/full-course-editors-poster.jpg",
|
||||
"vtt": "/tutorial/full/video/full-course-editors.zh-Hans.vtt",
|
||||
"note": "M06、M07、M11、M12、M13 的操作录像,带中文配音与章节字幕;结尾演示 OPFS 保存重开。"
|
||||
},
|
||||
{
|
||||
"id": "render-lesson",
|
||||
"title": "渲染专课:5000PBR 猴头全流程(约 11 分钟)",
|
||||
"src": "/tutorial/pbr/lesson/video/re-pbr-lesson-720p.mp4",
|
||||
"poster": "/tutorial/pbr/lesson/video/poster.jpg",
|
||||
"vtt": "/tutorial/pbr/lesson/video/re-pbr-lesson.zh-Hans.vtt",
|
||||
"note": "M08、M09 的完整操作录像,带中文配音与章节字幕。"
|
||||
}
|
||||
],
|
||||
"modules": [
|
||||
{
|
||||
"id": "M01",
|
||||
"title": "界面、工作区、文件打开与保存",
|
||||
"level": "入门",
|
||||
"minutes": 6,
|
||||
"summary": "认识顶栏、工作区标签、三维视口、大纲视图和属性面板;打开练习工程并理解 OPFS 保存。",
|
||||
"objectives": ["找到并切换工作区", "用“打开 .blend”载入练习工程", "区分保存到 OPFS 与手动下载 .blend"],
|
||||
"steps": [
|
||||
{ "text": "在浏览器打开 /?ui=web 。如果是远端地址,先等待底部 wasm 加载完成,状态栏出现 SceneIR。", "image": "steps/M01-interface.jpg" },
|
||||
{ "text": "顶部蓝色标签是工作区:Layout、Modeling、Sculpting、UV Editing、Texture Paint、Shading、Animation、Rendering、Compositing、Geometry Nodes、Scripting。课程会逐个使用。", "image": "steps/M01-interface.jpg" },
|
||||
{ "text": "点击顶栏“打开 .blend”(或按 F3 搜索“打开”),选择课程工程 studio.blend。等待状态栏对象数变为 6。", "image": "steps/M01-file-menu.jpg" },
|
||||
{ "text": "再打开 re/猴头.glb。GLB 会追加到当前场景,对象数从 6 变为 7,活动对象是 Suzanne。", "image": "steps/M01-interface.jpg" },
|
||||
{ "text": "点击“保存项目”。它写入浏览器 OPFS,并显示保存状态 SUCCEEDED;不会下载文件。需要本地副本时,单独点击“下载 .blend”。", "image": "steps/M01-file-menu.jpg" }
|
||||
],
|
||||
"tips": ["工作区切换只改变布局,不改变场景数据。", "状态栏右侧的引擎状态是判断操作是否真正提交的第一现场。"],
|
||||
"warnings": ["不要在保存流程中寻找自动下载;下载是独立的手动动作。"]
|
||||
},
|
||||
{
|
||||
"id": "M02",
|
||||
"title": "导航、选择与变换",
|
||||
"level": "入门",
|
||||
"minutes": 7,
|
||||
"summary": "在三维视口旋转、平移、缩放;从大纲视图选择对象;用操作搜索找到桌面版同名命令。",
|
||||
"objectives": ["使用鼠标中键旋转、Shift+中键平移、滚轮缩放", "在大纲视图选择活动对象", "用 F3 搜索并执行操作"],
|
||||
"steps": [
|
||||
{ "text": "在 Layout 工作区,按住鼠标中键拖动旋转视角;Shift+中键平移;滚轮缩放。视口右上角的导航球可以恢复轴向视图。", "image": "steps/M02-layout.jpg" },
|
||||
{ "text": "右侧大纲视图列出场景对象。单击一个对象即可设为活动对象;视口与属性面板会同步更新。", "image": "steps/M02-selection.jpg" },
|
||||
{ "text": "按 F3 打开操作搜索,输入“移动”,可以看到与桌面 Blender 对齐的命令。选中命令后按提示在视口或属性中完成操作。", "image": "steps/M02-operator-search.jpg" },
|
||||
{ "text": "练习:选中猴头,在属性面板把位置 Z 改为 0.5,再改回 0;观察视口和状态栏。", "image": "steps/M02-selection.jpg" }
|
||||
],
|
||||
"tips": ["属性面板的数值修改会进入原生 Main,并支持撤销。", "不确定命令在哪时,优先用 F3 搜索,而不是猜菜单位置。"],
|
||||
"warnings": ["删除、布尔等破坏性操作先在练习工程上做,并记住撤销按钮。"]
|
||||
},
|
||||
{
|
||||
"id": "M03",
|
||||
"title": "网格编辑建模",
|
||||
"level": "基础",
|
||||
"minutes": 9,
|
||||
"summary": "进入编辑模式,认识顶点/边/面选择,执行挤出、倒角、细分等常用网格操作。",
|
||||
"objectives": ["在物体模式与编辑模式之间切换", "切换 1/2/3 选择模式", "执行一次挤出或倒角并撤销"],
|
||||
"steps": [
|
||||
{ "text": "切换到 Modeling 工作区。左侧快捷栏提供 Add Cube、Add Monkey、Duplicate、Delete 等对象操作。", "image": "steps/M03-workspace.jpg" },
|
||||
{ "text": "点击左上角模式按钮(Object Mode),选择“编辑模式”。视口进入 Edit Mode,并显示网格元素。", "image": "steps/M03-edit-mode.jpg" },
|
||||
{ "text": "在视口上方选择 1 Vertex / 2 Edge / 3 Face,或使用工具栏按钮切换选择模式。点击 Select All 选中全部元素。", "image": "steps/M03-mesh-selection.jpg" },
|
||||
{ "text": "点击 EXTRUDE 或 BEVEL 执行一次操作;按撤销按钮恢复。注意状态栏是否显示命令已提交。", "image": "steps/M03-mesh-selection.jpg" }
|
||||
],
|
||||
"tips": ["编辑模式的选择集保存在原生 Main,可以撤销。", "面模式下才能执行 TRIANGULATE 和 RECALCULATE NORMALS。"],
|
||||
"warnings": ["对高面数网格做全选挤出会明显变慢;课程使用 1225 顶点的猴头。"]
|
||||
},
|
||||
{
|
||||
"id": "M04",
|
||||
"title": "修改器 Bevel/Boolean/Mirror/Array",
|
||||
"level": "基础",
|
||||
"minutes": 8,
|
||||
"summary": "在属性面板查看并编辑修改器栈;理解修改器是非破坏性的,渲染和导出时才求值。",
|
||||
"objectives": ["找到修改器面板", "添加/启用/应用一个修改器", "理解修改器与网格编辑的区别"],
|
||||
"steps": [
|
||||
{ "text": "选中猴头,在 Layout 工作区查看右侧属性面板。向下滚动到 Modifiers 区域。", "image": "steps/M04-properties.jpg" },
|
||||
{ "text": "修改器会按顺序求值。点击添加修改器,选择 Bevel、Boolean、Mirror 或 Array;调整参数后视口立即更新。", "image": "steps/M04-modifier-stack.jpg" },
|
||||
{ "text": "练习:给猴头添加 Bevel,宽度设为 0.01;观察面数变化后撤销。", "image": "steps/M04-modifier-stack.jpg" }
|
||||
],
|
||||
"tips": ["修改器栈顺序会影响结果,Boolean 通常放在最后。", "应用修改器会改变网格数据;课程建议先保留修改器版本。"],
|
||||
"warnings": ["Boolean 需要封闭网格;非流形网格可能出现破面。"]
|
||||
},
|
||||
{
|
||||
"id": "M05",
|
||||
"title": "材质与 Shader/PBR 资产库",
|
||||
"level": "基础",
|
||||
"minutes": 10,
|
||||
"summary": "在 Shading 工作区认识材质槽、节点编辑器和 RE 5000PBR 资产库;双击资产分配材质。",
|
||||
"objectives": ["切换 Shading 工作区", "从资产库分配一个 PBR 材质", "在材质属性中确认 Base Color 贴图"],
|
||||
"steps": [
|
||||
{ "text": "切换到 Shading 工作区。上方是 Shader Editor,右侧是材质属性,左下是 PBR 资产库。", "image": "steps/M05-shader-workspace.jpg" },
|
||||
{ "text": "在“资产来源”下拉框选择 library:re-pbr-v1,只显示六张 RE 材质卡片。单击只选中,双击才分配。", "image": "steps/M05-asset-library.jpg" },
|
||||
{ "text": "双击 black_tiles_wall。等待材质槽显示 material:black_tiles_wall,并确认材质球状态为 COMPILED。", "image": "steps/M05-asset-library.jpg" },
|
||||
{ "text": "在材质属性中检查 Base Color 图片;M07 会在这张图上手绘。", "image": "steps/M05-shader-workspace.jpg" }
|
||||
],
|
||||
"tips": ["资产库缩略图加载需要时间,先等卡片出现再双击。", "同一材质可以分配给多个对象;修改会影响所有使用者。"],
|
||||
"warnings": ["库链接贴图不能直接被纹理绘制修改;M07 会导入本地派生的 PNG。"]
|
||||
},
|
||||
{
|
||||
"id": "M06",
|
||||
"title": "UV 展开与贴图准备",
|
||||
"level": "进阶",
|
||||
"minutes": 8,
|
||||
"summary": "在 UV Editing 工作区进入编辑模式,全选 UV、执行展开并提交;保存重开后 UV 仍然存在。",
|
||||
"objectives": ["在 ?ui=web 下找到可写 UV 区域", "全选并展开 UV", "保存到 OPFS 后重开确认 UV 未丢失"],
|
||||
"steps": [
|
||||
{ "text": "切换到 UV Editing 工作区。左侧是原生 UV 编辑器,右侧是三维视口。桌面 Blender 要求网格处于编辑模式,本课程也显式进入编辑模式。", "image": "steps/M06-uv-workspace.jpg" },
|
||||
{ "text": "点击“全选 UV”,等待 UV 编辑器显示“UV 选择已提交”。橙色点是选中的 UV。", "image": "steps/M06-uv-workspace.jpg" },
|
||||
{ "text": "点击“展开所选 UV”,等待显示“展开 UV已提交”。视口和 UV 布局会更新。", "image": "steps/M06-unwrap.jpg" },
|
||||
{ "text": "点击顶栏“保存项目”写入 OPFS,然后从最近项目重新打开;UV 控件和选择仍然存在。", "image": "steps/M06-unwrap.jpg" }
|
||||
],
|
||||
"tips": ["展开前先标记缝合线,能得到更整齐的 UV 岛。", "课程只使用角度展开;其他方法在 UV 控件中也有入口。"],
|
||||
"warnings": ["UV 操作需要可写原生 UV 区域;如果提示未提交,先确认已进入编辑模式。"]
|
||||
},
|
||||
{
|
||||
"id": "M07",
|
||||
"title": "Texture Paint 手绘贴图",
|
||||
"level": "进阶",
|
||||
"minutes": 10,
|
||||
"summary": "导入本地 Base Color 贴图,在 Texture Paint 工作区用画笔绘制一条笔画,一次提交并撤销。",
|
||||
"objectives": ["给猴头分配带贴图的材质", "选择图像并调整画笔颜色/大小/强度", "绘制、撤销、保存重开"],
|
||||
"steps": [
|
||||
{ "text": "按 M05 分配 black_tiles_wall,并在材质属性中导入课程图片 re-texture-base.png,设为 Base Color 的“材质图片”。", "image": "steps/M07-texture-paint.jpg" },
|
||||
{ "text": "切换到 Texture Paint 工作区。顶部选择纹理图像,左侧是图像画布,下面是绘制/擦除、颜色、大小、强度。", "image": "steps/M07-texture-paint.jpg" },
|
||||
{ "text": "在画布上按住左键拖动,画出一条白色笔画。松开后显示“笔画已提交”,并增加一个 Main revision。", "image": "steps/M07-painted-stroke.jpg" },
|
||||
{ "text": "点击“撤销笔画”恢复原图;再点“重做笔画”。保存到 OPFS 后重开,笔画仍在。", "image": "steps/M07-painted-stroke.jpg" }
|
||||
],
|
||||
"tips": ["一次指针笔画只提交一次,避免每个采样点都写 Main。", "图像越大,单次提交的 PNG 编码越慢;课程使用 1024×1024。"],
|
||||
"warnings": ["库链接图像会被原生拒绝(cannot modify linked library images);请先导入本地图片。"]
|
||||
},
|
||||
{
|
||||
"id": "M08",
|
||||
"title": "灯光、相机与 PBR 渲染",
|
||||
"level": "进阶",
|
||||
"minutes": 12,
|
||||
"summary": "在 Rendering 工作区设置相机、分辨率、曝光与位移,执行显卡 PBR 渲染。",
|
||||
"objectives": ["设置 1024×1024 场景相机渲染", "理解最终材质视图与教学曝光", "执行渲染并拿到结果"],
|
||||
"steps": [
|
||||
{ "text": "切换到 Rendering 工作区。左侧是渲染结果视口,下方是 PBR 渲染练习面板,右侧是场景属性。", "image": "steps/M08-render-workspace.jpg" },
|
||||
{ "text": "视角预设选择“场景相机对齐”,分辨率 1024×1024,视图“最终材质”,教学曝光 0 EV,位移强度 1×。", "image": "steps/M08-pbr-panel.jpg" },
|
||||
{ "text": "点击“渲染 PBR”。面板会等待纹理与环境贴图就绪,然后用 GPU 输出成片。", "image": "steps/M08-pbr-panel.jpg" },
|
||||
{ "text": "结果出现后,可在诊断视图切换 Base Color、Normal、Roughness 检查材质。", "image": "steps/M09-render-result.jpg" }
|
||||
],
|
||||
"tips": ["深色材质只看整体亮度容易误判,切到 Base Color 更可靠。", "完整操作录像见本页顶部“渲染专课”。"],
|
||||
"warnings": ["渲染依赖硬件 WebGL;SwiftShader 回退会失败并明确报错。"]
|
||||
},
|
||||
{
|
||||
"id": "M09",
|
||||
"title": "渲染结果、诊断与 GLB 导出",
|
||||
"level": "进阶",
|
||||
"minutes": 8,
|
||||
"summary": "检查渲染结果尺寸与耗时,下载 PNG,导出 GLB,并核对保存状态。",
|
||||
"objectives": ["确认渲染结果 1024×1024", "下载 PNG", "导出 GLB 并保存 OPFS"],
|
||||
"steps": [
|
||||
{ "text": "渲染完成后,结果视口底部显示分辨率、字节数和 OPFS 引用。确认是 1024×1024。", "image": "steps/M09-render-result.jpg" },
|
||||
{ "text": "点击“下载 PNG”保存本地成片;这是显式手动下载。", "image": "steps/M09-render-result.jpg" },
|
||||
{ "text": "点击顶栏“导出 GLB”导出当前场景;导出前确认对象数和活动对象。", "image": "steps/M09-render-result.jpg" },
|
||||
{ "text": "点击“保存项目”写入 OPFS;重新打开最近项目,确认材质和相机仍在。", "image": "steps/M09-render-result.jpg" }
|
||||
],
|
||||
"tips": ["渲染耗时受分辨率、贴图大小和显卡影响。", "诊断报告按钮会记录失败阶段,便于定位。"],
|
||||
"warnings": ["导出 GLB 不会包含未打包的外部资源;课程资产已打包。"]
|
||||
},
|
||||
{
|
||||
"id": "M10",
|
||||
"title": "时间线与关键帧动画",
|
||||
"level": "基础",
|
||||
"minutes": 8,
|
||||
"summary": "在 Animation 工作区跳帧、插入位置关键帧、播放并保存动作。",
|
||||
"objectives": ["切换 Animation 工作区", "在指定帧插入位置关键帧", "播放并确认关键帧出现在 Dope Sheet"],
|
||||
"steps": [
|
||||
{ "text": "切换到 Animation 工作区。底部是时间线、Dope Sheet 和 NLA 编辑区。", "image": "steps/M10-animation-workspace.jpg" },
|
||||
{ "text": "把当前帧改为 12,选中猴头,点击“插入位置关键帧”(按钮 Loc)。", "image": "steps/M10-keyframe.jpg" },
|
||||
{ "text": "再跳到第 48 帧,移动对象后插入第二个位置关键帧;点击播放观察插值。", "image": "steps/M10-keyframe.jpg" },
|
||||
{ "text": "保存到 OPFS 后重开,Dope Sheet 中仍能看到关键帧。", "image": "steps/M10-keyframe.jpg" }
|
||||
],
|
||||
"tips": ["Loc/Rot/Scale 分别插入位置、旋转和缩放关键帧。", "删除关键帧只删除当前帧的对应通道。"],
|
||||
"warnings": ["动画工作区右上角的 Camera Perspective 是布局示意;完整相机视图在 Layout 工作区。"]
|
||||
},
|
||||
{
|
||||
"id": "M11",
|
||||
"title": "Compositor 合成节点",
|
||||
"level": "进阶",
|
||||
"minutes": 12,
|
||||
"summary": "在 Compositing 工作区创建 RGB 与 Exposure 节点,连线到 Composite,执行并查看合成结果。",
|
||||
"objectives": ["添加节点并拖拽连线", "编辑节点属性", "执行合成并提交到原生 Main"],
|
||||
"steps": [
|
||||
{ "text": "切换到 Compositing 工作区。画布默认有一个 Composite 输出节点,右侧是属性检查器和结果预览。", "image": "steps/M11-compositor.jpg" },
|
||||
{ "text": "在“添加节点类型”中选择 RGB 颜色,点击“添加节点”;再添加曝光 Exposure。", "image": "steps/M11-nodes-added.jpg" },
|
||||
{ "text": "从 RGB 的输出端口拖到 Exposure 的输入端口;再从 Exposure 拖到 Composite 的 Image 输入。", "image": "steps/M11-nodes-added.jpg" },
|
||||
{ "text": "选中 Exposure,把曝光改为 1.5;点击“执行合成”,右侧预览会显示提亮后的颜色。", "image": "steps/M11-executed.jpg" },
|
||||
{ "text": "点击“提交图”写入原生 CompositorNodeTree;保存 OPFS 后重开,节点、连线、位置和属性都保留。", "image": "steps/M11-executed.jpg" }
|
||||
],
|
||||
"tips": ["Blur、Mix、Alpha Over、Transform 也在同一画布中;Mix 需要 A/B 两路输入。", "Viewer 节点会显示在当前阶段的结果。"],
|
||||
"warnings": ["IMAGE/RENDER_LAYER 节点可以本地求值,但暂不写入 Main;保存前请移除或替换为 RGB。"]
|
||||
},
|
||||
{
|
||||
"id": "M12",
|
||||
"title": "Geometry Nodes 程序化建模",
|
||||
"level": "进阶",
|
||||
"minutes": 12,
|
||||
"summary": "在 Geometry Nodes 工作区添加 Transform 节点,与 Group Input 连线并提交,观察几何更新。",
|
||||
"objectives": ["读取当前网格的 Geometry Nodes 图", "添加节点并连线", "提交图并保存重开"],
|
||||
"steps": [
|
||||
{ "text": "选中猴头,切换到 Geometry Nodes 工作区。上方是节点画布,右侧是节点检查器,下方是 Spreadsheet。", "image": "steps/M12-geometry-nodes.jpg" },
|
||||
{ "text": "在“添加节点类型”中选择 GeometryNodeTransform,点击“添加节点”。画布出现新节点。", "image": "steps/M12-node-added.jpg" },
|
||||
{ "text": "从 Group Input 的 Geometry 端口拖到 Transform 的 Geometry 输入;再把 Transform 输出连到 Group Output。", "image": "steps/M12-node-added.jpg" },
|
||||
{ "text": "在检查器修改平移/缩放默认值,点击“提交图”。网格随修改器更新,版本号增加。", "image": "steps/M12-node-added.jpg" }
|
||||
],
|
||||
"tips": ["课程只使用 allowlist 中的 16 类节点,避免构造无法执行的图。", "提交失败时,检查器会显示具体节点或 socket 错误。"],
|
||||
"warnings": ["节点位置目前只在当前会话保存;保存重开保留节点和连线,但可能重置布局。"]
|
||||
},
|
||||
{
|
||||
"id": "M13",
|
||||
"title": "Spreadsheet 数据检查",
|
||||
"level": "进阶",
|
||||
"minutes": 8,
|
||||
"summary": "用 Spreadsheet 只读表查看对象、顶点、边、面、UV 与几何属性;过滤、列显示/重排并导出 CSV。",
|
||||
"objectives": ["切换数据源", "过滤顶点并隐藏列", "导出 CSV 且不修改场景"],
|
||||
"steps": [
|
||||
{ "text": "在 Geometry Nodes 工作区下方打开 Spreadsheet。默认显示对象表:名称、类型、数据、可见性、位置。", "image": "steps/M13-objects.jpg" },
|
||||
{ "text": "把数据源切到“顶点 Vertices”,可以看到 Position X/Y/Z 和 Normal 列。", "image": "steps/M13-vertices.jpg" },
|
||||
{ "text": "在过滤框输入 0.5,只剩包含该值的行;在“列”面板隐藏 index 或调整列顺序。", "image": "steps/M13-filtered.jpg" },
|
||||
{ "text": "点击“导出 CSV”手动下载当前可见列。Spreadsheet 是只读的,不会产生 Main revision。", "image": "steps/M13-filtered.jpg" }
|
||||
],
|
||||
"tips": ["顶点/边/面/UV 读取当前网格缓冲;属性表列出 position、normal、UVMap 等。", "单表最多 50,000 行,超出会在脚注提示。"],
|
||||
"warnings": ["Spreadsheet 不读取 GN 修改器求值后的属性域;它显示当前网格缓冲。"]
|
||||
},
|
||||
{
|
||||
"id": "M14",
|
||||
"title": "保存、重开与异常恢复",
|
||||
"level": "基础",
|
||||
"minutes": 8,
|
||||
"summary": "使用 OPFS 保存与最近项目恢复;理解恢复检查点、错误提示和手动下载的边界。",
|
||||
"objectives": ["保存到 OPFS 并确认 SUCCEEDED", "从最近项目重开", "需要本地副本时手动下载"],
|
||||
"steps": [
|
||||
{ "text": "点击顶栏“保存项目”。状态栏显示 data-user-action-save-status=SUCCEEDED,表示已写入 OPFS。", "image": "steps/M14-opfs-save.jpg" },
|
||||
{ "text": "刷新页面。最近项目下拉框出现刚才的工程;选择它并确认“不保存,继续”。", "image": "steps/M14-reopen.jpg" },
|
||||
{ "text": "重开后检查对象数、活动对象、材质槽、UV 选择和渲染结果是否仍在。", "image": "steps/M14-reopen.jpg" },
|
||||
{ "text": "如需本地文件,单独点击“下载 .blend”;不要把自动下载当作保存流程的一部分。", "image": "steps/M14-opfs-save.jpg" }
|
||||
],
|
||||
"tips": ["恢复失败时,页面会显示错误阶段;先导出诊断报告再重试。", "OPFS 数据与浏览器配置绑定,清理站点数据会删除工程。"],
|
||||
"warnings": ["关闭浏览器前确认保存状态;未保存的编辑只在当前会话和恢复检查点中。"]
|
||||
},
|
||||
{
|
||||
"id": "M15",
|
||||
"title": "脚本、支持矩阵与能力边界",
|
||||
"level": "进阶",
|
||||
"minutes": 7,
|
||||
"summary": "在 Scripting 工作区查看文本编辑器、Python 控制台、Info 与操作历史;了解已支持与延期的能力。",
|
||||
"objectives": ["打开 Scripting 工作区", "找到 Python 控制台和 Info", "识别课程未覆盖的限制"],
|
||||
"steps": [
|
||||
{ "text": "切换到 Scripting 工作区。上方是文本编辑器,下方左侧是 Python 控制台,右侧是 Info 操作日志。", "image": "steps/M15-scripting.jpg" },
|
||||
{ "text": "Python 控制台在本机原生会话中执行;Web 会话是否可用取决于当前运行模式。", "image": "steps/M15-console.jpg" },
|
||||
{ "text": "Info 区域显示最近命令;失败命令会给出错误码和阶段,便于定位。", "image": "steps/M15-console.jpg" },
|
||||
{ "text": "已知限制:多区域 split/join、完整 Driver 编辑器、完整节点/画笔目录、生产级 UDIM/4K 纹理绘制尚未完成。", "image": "steps/M15-scripting.jpg" }
|
||||
],
|
||||
"tips": ["支持矩阵与最新进度见 docs/status/WEB_BLENDER_FULL_COURSE_20261113.md。", "课程不宣称完整 Blender parity。"],
|
||||
"warnings": ["脚本可修改 Main;执行前先保存到 OPFS 并保留撤销点。"]
|
||||
}
|
||||
]
|
||||
}
|
||||
160
tools/web/course/generate-full-course.mjs
Normal file
@@ -0,0 +1,160 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* Generate the static 15-module Web Blender course from full-course.json.
|
||||
*
|
||||
* Usage:
|
||||
* node tools/web/course/generate-full-course.mjs
|
||||
*
|
||||
* Outputs:
|
||||
* web/app/public/tutorial/full/index.html
|
||||
* web/app/public/tutorial/full/course.css
|
||||
* web/app/public/tutorial/full/course.json
|
||||
*/
|
||||
import fs from "node:fs";
|
||||
import path from "node:path";
|
||||
import { fileURLToPath } from "node:url";
|
||||
|
||||
const HERE = path.dirname(fileURLToPath(import.meta.url));
|
||||
const REPO = path.resolve(HERE, "../../..");
|
||||
const DATA = path.join(HERE, "full-course.json");
|
||||
const PUBLIC = path.join(REPO, "web/app/public");
|
||||
const OUT = path.join(PUBLIC, "tutorial/full");
|
||||
fs.mkdirSync(OUT, { recursive: true });
|
||||
|
||||
const escapeHtml = (value) => String(value)
|
||||
.replaceAll("&", "&").replaceAll("<", "<").replaceAll(">", ">")
|
||||
.replaceAll('"', """).replaceAll("'", "'");
|
||||
|
||||
const course = JSON.parse(fs.readFileSync(DATA, "utf8"));
|
||||
const missing = [];
|
||||
const exists = (relative) => {
|
||||
const file = relative.startsWith("/")
|
||||
? path.join(PUBLIC, relative.slice(1))
|
||||
: path.join(OUT, relative);
|
||||
if (!fs.existsSync(file)) missing.push(relative);
|
||||
return fs.existsSync(file);
|
||||
};
|
||||
|
||||
const nav = course.modules.map((module) => `<a href="#${escapeHtml(module.id)}"><span>${escapeHtml(module.id)}</span>${escapeHtml(module.title)}</a>`).join("\n ");
|
||||
|
||||
const videos = (course.videos ?? []).map((video) => {
|
||||
exists(video.src);
|
||||
const poster = video.poster && exists(video.poster) ? ` poster="${escapeHtml(video.poster)}"` : "";
|
||||
const track = video.vtt && exists(video.vtt) ? `<track kind="subtitles" srclang="zh-Hans" label="中文" src="${escapeHtml(video.vtt)}" default />` : "";
|
||||
return `<section class="course-video" id="video-${escapeHtml(video.id)}">
|
||||
<h2>${escapeHtml(video.title)}</h2>
|
||||
<video controls preload="metadata" src="${escapeHtml(video.src)}"${poster} width="1280" height="720">${track}</video>
|
||||
<p>${escapeHtml(video.note)}</p>
|
||||
</section>`;
|
||||
}).join("\n ");
|
||||
|
||||
const modules = course.modules.map((module) => {
|
||||
const steps = module.steps.map((step, index) => {
|
||||
const image = step.image && exists(step.image) ? `<figure><img src="${escapeHtml(step.image)}" alt="${escapeHtml(module.title)} 第 ${index + 1} 步截图" loading="lazy" width="1600" height="900" /><figcaption>${escapeHtml(module.id)} · 步骤 ${index + 1}</figcaption></figure>` : "";
|
||||
return `<li><p>${escapeHtml(step.text)}</p>${image}</li>`;
|
||||
}).join("\n ");
|
||||
const objectives = module.objectives.map((item) => `<li>${escapeHtml(item)}</li>`).join("");
|
||||
const tips = (module.tips ?? []).map((item) => `<li>${escapeHtml(item)}</li>`).join("");
|
||||
const warnings = (module.warnings ?? []).map((item) => `<li>${escapeHtml(item)}</li>`).join("");
|
||||
return `<article class="course-module" id="${escapeHtml(module.id)}">
|
||||
<header>
|
||||
<p class="course-module-id">${escapeHtml(module.id)} · ${escapeHtml(module.level)} · 约 ${module.minutes} 分钟</p>
|
||||
<h2>${escapeHtml(module.title)}</h2>
|
||||
<p class="course-summary">${escapeHtml(module.summary)}</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul>${objectives}</ul></div>
|
||||
<ol class="course-steps">
|
||||
${steps}
|
||||
</ol>
|
||||
${tips ? `<div class="course-callout course-tips"><h3>提示</h3><ul>${tips}</ul></div>` : ""}
|
||||
${warnings ? `<div class="course-callout course-warnings"><h3>注意</h3><ul>${warnings}</ul></div>` : ""}
|
||||
</article>`;
|
||||
}).join("\n ");
|
||||
|
||||
const rules = course.rules.map((rule) => `<li>${escapeHtml(rule)}</li>`).join("");
|
||||
|
||||
const html = `<!doctype html>
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<title>${escapeHtml(course.title)}</title>
|
||||
<link rel="stylesheet" href="./course.css" />
|
||||
</head>
|
||||
<body>
|
||||
<header class="course-hero">
|
||||
<p class="course-kicker">Web Blender · ${escapeHtml(course.version)}</p>
|
||||
<h1>${escapeHtml(course.title)}</h1>
|
||||
<p class="course-subtitle">${escapeHtml(course.subtitle)}</p>
|
||||
<p class="course-audience">${escapeHtml(course.audience)}</p>
|
||||
<p class="course-first-load">${escapeHtml(course.firstLoadNote)}</p>
|
||||
</header>
|
||||
<div class="course-layout">
|
||||
<nav class="course-nav" aria-label="课程目录">
|
||||
<strong>15 个模块</strong>
|
||||
${nav}
|
||||
</nav>
|
||||
<main class="course-main">
|
||||
<section class="course-rules">
|
||||
<h2>开始之前</h2>
|
||||
<ul>${rules}</ul>
|
||||
</section>
|
||||
${videos}
|
||||
${modules}
|
||||
<footer class="course-footer">
|
||||
<p>课程截图来自本机有头 Chromium + RTX 4060 的实际操作。功能边界与最新进度见 docs/status/WEB_BLENDER_FULL_COURSE_20261113.md。</p>
|
||||
<p><a href="/">返回 Web Blender</a></p>
|
||||
</footer>
|
||||
</main>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
`;
|
||||
|
||||
const css = `:root{color-scheme:dark;--bg:#181818;--panel:#232323;--panel-2:#2b2b2b;--line:#3c3c3c;--text:#e6e6e6;--muted:#a9a9a9;--accent:#6aa1d8;--accent-2:#d8a45a}
|
||||
*{box-sizing:border-box}
|
||||
body{margin:0;background:var(--bg);color:var(--text);font:16px/1.7 "Noto Sans SC",system-ui,-apple-system,"Segoe UI",sans-serif}
|
||||
a{color:var(--accent)}
|
||||
.course-hero{padding:52px clamp(20px,5vw,72px) 34px;background:linear-gradient(135deg,#1d2833,#242424 60%,#2a2318);border-bottom:1px solid var(--line)}
|
||||
.course-kicker{margin:0 0 10px;color:var(--accent-2);font-size:13px;letter-spacing:.12em;text-transform:uppercase}
|
||||
.course-hero h1{margin:0 0 12px;font-size:clamp(30px,4vw,52px);line-height:1.15}
|
||||
.course-subtitle{margin:0 0 10px;max-width:900px;color:#c8d8e6;font-size:clamp(16px,2vw,21px)}
|
||||
.course-audience{margin:0 0 16px;color:var(--muted)}
|
||||
.course-first-load{margin:0;max-width:900px;padding:10px 14px;border-left:3px solid var(--accent-2);background:#2b2620;color:#e8d4b6}
|
||||
.course-layout{display:grid;grid-template-columns:260px minmax(0,1fr);gap:0;align-items:start}
|
||||
.course-nav{position:sticky;top:0;max-height:100vh;overflow:auto;padding:18px 14px;border-right:1px solid var(--line);background:#1d1d1d}
|
||||
.course-nav strong{display:block;margin:0 0 10px;color:var(--muted);font-size:12px;letter-spacing:.08em}
|
||||
.course-nav a{display:flex;gap:9px;padding:7px 8px;border-radius:5px;color:#d4d4d4;text-decoration:none;font-size:13px;line-height:1.35}
|
||||
.course-nav a:hover{background:#2c2c2c}
|
||||
.course-nav a span{flex:none;color:var(--accent-2);font-family:monospace}
|
||||
.course-main{min-width:0;padding:26px clamp(18px,4vw,56px) 60px}
|
||||
.course-rules,.course-video,.course-module{max-width:1180px;margin:0 auto 34px;padding:22px clamp(16px,2.5vw,30px);background:var(--panel);border:1px solid var(--line);border-radius:8px}
|
||||
.course-rules h2,.course-video h2,.course-module h2{margin-top:0;line-height:1.25}
|
||||
.course-video video{width:100%;height:auto;background:#000;border-radius:6px}
|
||||
.course-video p{margin:10px 0 0;color:var(--muted)}
|
||||
.course-module-id{margin:0 0 4px;color:var(--accent-2);font-size:12px;letter-spacing:.08em;text-transform:uppercase}
|
||||
.course-summary{margin:0;color:#cfcfcf}
|
||||
.course-objectives{margin:18px 0}
|
||||
.course-objectives h3,.course-callout h3{margin:0 0 6px;font-size:15px;color:#cfe0ef}
|
||||
.course-objectives ul{margin:0;padding-left:22px}
|
||||
.course-steps{margin:20px 0 0;padding:0;list-style:none;counter-reset:step}
|
||||
.course-steps>li{counter-increment:step;position:relative;margin:0 0 22px;padding:0 0 0 40px}
|
||||
.course-steps>li::before{content:counter(step);position:absolute;left:0;top:0;display:grid;place-items:center;width:27px;height:27px;border-radius:50%;background:#36506a;color:#e8f2fb;font-size:13px;font-weight:700}
|
||||
.course-steps p{margin:2px 0 10px}
|
||||
.course-steps figure{margin:0}
|
||||
.course-steps img{display:block;width:100%;height:auto;border:1px solid var(--line);border-radius:6px;background:#111}
|
||||
.course-steps figcaption{margin-top:5px;color:#8f9aa4;font-size:12px}
|
||||
.course-callout{margin-top:18px;padding:12px 16px;border-radius:6px;background:var(--panel-2);border-left:3px solid #57708a}
|
||||
.course-callout ul{margin:0;padding-left:20px}
|
||||
.course-warnings{border-left-color:#c98e5a;background:#2d2720}
|
||||
.course-footer{max-width:1180px;margin:0 auto;padding-top:18px;border-top:1px solid var(--line);color:var(--muted);font-size:13px}
|
||||
@media(max-width:900px){.course-layout{grid-template-columns:1fr}.course-nav{position:static;max-height:none;border-right:0;border-bottom:1px solid var(--line);display:grid;grid-template-columns:repeat(auto-fit,minmax(190px,1fr))}.course-nav strong{grid-column:1/-1}.course-main{padding-top:18px}}
|
||||
`;
|
||||
|
||||
fs.mkdirSync(OUT, { recursive: true });
|
||||
fs.writeFileSync(path.join(OUT, "index.html"), html, "utf8");
|
||||
fs.writeFileSync(path.join(OUT, "course.css"), css, "utf8");
|
||||
fs.writeFileSync(path.join(OUT, "course.json"), JSON.stringify(course, null, 2) + "\n", "utf8");
|
||||
|
||||
console.log(JSON.stringify({ status: missing.length === 0 ? "PASS" : "MISSING_ASSETS", modules: course.modules.length, videos: course.videos.length, missing, output: OUT }, null, 2));
|
||||
if (missing.length > 0) process.exitCode = 1;
|
||||
329
tools/web/course/record-full-course-video.mjs
Normal file
@@ -0,0 +1,329 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* Record the narrated "new editors" course video (UV, Texture Paint,
|
||||
* Compositor, Geometry Nodes, Spreadsheet, OPFS reopen).
|
||||
*
|
||||
* Prepare narration first:
|
||||
* python3 -I tools/web/generate-re-pbr-narration.py --mode prepare \
|
||||
* --chapters tools/web/course/editors-video-chapters.json \
|
||||
* --out tests/golden/COURSE-FULL-001/video
|
||||
*
|
||||
* Record:
|
||||
* DISPLAY=:1 CHROME_PATH=/usr/bin/google-chrome \
|
||||
* node tools/web/course/record-full-course-video.mjs --port 5184 --gpu hardware
|
||||
*
|
||||
* Mix:
|
||||
* python3 -I tools/web/generate-re-pbr-narration.py --mode mix \
|
||||
* --out tests/golden/COURSE-FULL-001/video \
|
||||
* --video web/app/public/tutorial/full/video/full-course-editors-720p.mp4
|
||||
*/
|
||||
import fs from "node:fs";
|
||||
import path from "node:path";
|
||||
import { createRequire } from "node:module";
|
||||
import { fileURLToPath } from "node:url";
|
||||
|
||||
const REPO = path.resolve(path.dirname(fileURLToPath(import.meta.url)), "../../..");
|
||||
const WEB = path.join(REPO, "web");
|
||||
const requireFromWeb = createRequire(path.join(WEB, "package.json"));
|
||||
const { chromium } = requireFromWeb("playwright");
|
||||
const STUDIO = path.join(REPO, "web/app/public/tutorial/pbr/studio.blend");
|
||||
const GLB = path.join(REPO, "re/猴头.glb");
|
||||
const TEXTURE = path.join(REPO, "web/app/public/tutorial/texture-paint/re-texture-base.png");
|
||||
|
||||
const args = process.argv.slice(2);
|
||||
const flag = (name, fallback) => {
|
||||
const index = args.indexOf(`--${name}`);
|
||||
return index >= 0 && args[index + 1] ? args[index + 1] : fallback;
|
||||
};
|
||||
const port = Number.parseInt(flag("port", "5184"), 10) || 5184;
|
||||
const baseUrl = `http://127.0.0.1:${port}`;
|
||||
const OUT = path.resolve(flag("out", path.join(REPO, "tests/golden/COURSE-FULL-001/video")));
|
||||
const gpuMode = flag("gpu", process.env.GPU_MODE ?? "hardware");
|
||||
const narration = JSON.parse(fs.readFileSync(path.join(OUT, "narration.json"), "utf8"));
|
||||
const durationOf = (id) => narration.chapters.find((chapter) => chapter.id === id)?.durationMs ?? 6000;
|
||||
const hardwareArgs = [
|
||||
"--no-sandbox", "--use-gl=angle", "--use-angle=gl", "--ignore-gpu-blocklist",
|
||||
"--enable-gpu-rasterization", "--enable-zero-copy", "--enable-unsafe-webgpu",
|
||||
"--disable-background-timer-throttling", "--disable-backgrounding-occluded-windows",
|
||||
"--disable-renderer-backgrounding", "--hide-scrollbars",
|
||||
];
|
||||
fs.mkdirSync(OUT, { recursive: true });
|
||||
fs.rmSync(path.join(OUT, "screencast.webm"), { force: true });
|
||||
|
||||
async function waitForServer(url, timeoutMs = 60_000) {
|
||||
const deadline = Date.now() + timeoutMs;
|
||||
while (Date.now() < deadline) {
|
||||
try { const response = await fetch(url); if (response.status < 500) return; } catch { /* retry */ }
|
||||
await new Promise((resolve) => setTimeout(resolve, 400));
|
||||
}
|
||||
throw new Error(`server did not start: ${url}`);
|
||||
}
|
||||
|
||||
async function installOverlay(page) {
|
||||
await page.evaluate(() => {
|
||||
if (!document.querySelector('link[data-lesson-video-overlay]')) {
|
||||
const link = document.createElement("link");
|
||||
link.rel = "stylesheet";
|
||||
link.href = "/tutorial/pbr/lesson/video-overlay.css";
|
||||
link.dataset.lessonVideoOverlay = "";
|
||||
document.head.append(link);
|
||||
}
|
||||
if (document.getElementById("__lesson_video_overlay")) return;
|
||||
const root = document.createElement("div");
|
||||
root.id = "__lesson_video_overlay";
|
||||
const cursor = document.createElement("div");
|
||||
cursor.id = "__lesson_video_cursor";
|
||||
const caption = document.createElement("div");
|
||||
caption.id = "__lesson_video_caption";
|
||||
caption.textContent = "Web Blender · 全站入门课程";
|
||||
root.append(cursor, caption);
|
||||
document.body.append(root);
|
||||
window.__lessonSetCaption = (text) => { caption.textContent = text; };
|
||||
window.addEventListener("mousemove", (event) => {
|
||||
cursor.getAnimations().forEach((animation) => animation.cancel());
|
||||
cursor.animate([{ transform: `translate(${event.clientX}px, ${event.clientY}px)` }], { duration: 90, fill: "forwards", easing: "linear" });
|
||||
}, { passive: true });
|
||||
window.addEventListener("mousedown", (event) => {
|
||||
const ripple = document.createElement("div");
|
||||
ripple.className = "__lesson_video_ripple";
|
||||
root.append(ripple);
|
||||
ripple.animate([
|
||||
{ transform: `translate(${event.clientX}px, ${event.clientY}px) scale(1)`, opacity: 0.95 },
|
||||
{ transform: `translate(${event.clientX}px, ${event.clientY}px) scale(4.2)`, opacity: 0 },
|
||||
], { duration: 520, easing: "ease-out" }).finished.then(() => ripple.remove());
|
||||
}, { passive: true });
|
||||
});
|
||||
}
|
||||
|
||||
const domClick = (locator) => locator.evaluate((element) => element.click());
|
||||
|
||||
async function drag(page, from, to) {
|
||||
const a = await from.boundingBox();
|
||||
const b = await to.boundingBox();
|
||||
if (!a || !b) throw new Error("drag endpoints have no box");
|
||||
await page.mouse.move(a.x + a.width / 2, a.y + a.height / 2, { steps: 10 });
|
||||
await page.mouse.down();
|
||||
await page.mouse.move(b.x + b.width / 2, b.y + b.height / 2, { steps: 14 });
|
||||
await page.mouse.up();
|
||||
}
|
||||
|
||||
async function main() {
|
||||
await waitForServer(`${baseUrl}/`);
|
||||
const recordingStart = Date.now();
|
||||
const timeline = [];
|
||||
const errors = [];
|
||||
const browser = await chromium.launch({
|
||||
headless: false,
|
||||
executablePath: process.env.CHROME_PATH ?? "/usr/bin/google-chrome",
|
||||
args: gpuMode === "hardware" ? hardwareArgs : ["--no-sandbox", "--use-gl=swiftshader", "--enable-unsafe-swiftshader"],
|
||||
});
|
||||
const context = await browser.newContext({
|
||||
viewport: { width: 1600, height: 900 },
|
||||
acceptDownloads: true,
|
||||
recordVideo: { dir: OUT, size: { width: 1600, height: 900 } },
|
||||
});
|
||||
const page = await context.newPage();
|
||||
const video = page.video();
|
||||
page.on("pageerror", (error) => errors.push(`pageerror: ${error.message}`));
|
||||
|
||||
const caption = (text) => page.evaluate((value) => window.__lessonSetCaption?.(value), text);
|
||||
const workspace = async (name) => {
|
||||
await domClick(page.locator(".workspace-tabs button", { hasText: name }));
|
||||
await page.waitForTimeout(600);
|
||||
};
|
||||
const chapter = async (id, title, action) => {
|
||||
await caption(title);
|
||||
const startMs = Date.now() - recordingStart;
|
||||
try {
|
||||
await action();
|
||||
}
|
||||
catch (error) {
|
||||
errors.push(`chapter ${id}: ${error instanceof Error ? error.message : String(error)}`);
|
||||
await page.screenshot({ path: path.join(OUT, `failure-${id}.png`) }).catch(() => undefined);
|
||||
}
|
||||
const waitMs = Math.max(0, startMs + durationOf(id) + 4000 - (Date.now() - recordingStart));
|
||||
if (waitMs > 0) await page.waitForTimeout(waitMs);
|
||||
timeline.push({ id, title, startMs, endMs: Date.now() - recordingStart });
|
||||
console.log(`chapter ${id} ${startMs}ms-${Date.now() - recordingStart}ms`);
|
||||
};
|
||||
|
||||
try {
|
||||
await page.goto(`${baseUrl}/?ui=web`, { waitUntil: "domcontentloaded" });
|
||||
await page.locator("main.blender-app").waitFor({ timeout: 90_000 });
|
||||
await installOverlay(page);
|
||||
await page.waitForTimeout(800);
|
||||
|
||||
await chapter("intro", "开场:这几块编辑器现在能做什么", () => page.waitForTimeout(1200));
|
||||
await chapter("open-studio", "打开练习工程", async () => {
|
||||
await page.locator('[data-testid="blend-file-input"]').setInputFiles(STUDIO);
|
||||
await page.waitForFunction(() => /Objects 6/.test(document.querySelector('[data-testid="scene-stats"]')?.textContent ?? ""), null, { timeout: 120_000 });
|
||||
await page.locator('[data-testid="blend-file-input"]').setInputFiles(GLB);
|
||||
await page.waitForFunction(() => /Objects 7/.test(document.querySelector('[data-testid="scene-stats"]')?.textContent ?? ""), null, { timeout: 120_000 });
|
||||
});
|
||||
await chapter("uv", "UV 展开", async () => {
|
||||
await workspace("UV Editing");
|
||||
await page.locator(".wasm-uv-editor").waitFor({ timeout: 60_000 });
|
||||
await page.locator(".uv-controls").waitFor({ timeout: 60_000 });
|
||||
await page.waitForFunction(() => (document.querySelector('[data-testid="editor-workflow-context"]')?.textContent ?? "").includes("UV Editing"), null, { timeout: 60_000 });
|
||||
const mode = page.locator(".mode-chip button").first();
|
||||
if (!/Edit Mode/.test(await mode.innerText().catch(() => ""))) {
|
||||
await domClick(mode);
|
||||
const edit = page.getByRole("menuitemcheckbox", { name: /编辑模式/ }).first();
|
||||
await edit.waitFor({ timeout: 15_000 });
|
||||
await edit.click();
|
||||
await page.waitForTimeout(1200);
|
||||
}
|
||||
await page.waitForFunction(() => (document.querySelector('[data-testid="engine-status"]')?.textContent ?? "").includes("模式:Edit"), null, { timeout: 60_000 });
|
||||
await page.keyboard.press("Escape");
|
||||
await page.waitForTimeout(800);
|
||||
const uv = page.locator(".wasm-uv-editor");
|
||||
await domClick(uv.locator("button", { hasText: "全选 UV" }).first());
|
||||
await page.waitForFunction(() => (document.querySelector(".wasm-uv-editor")?.textContent ?? "").includes("UV 选择已提交"), null, { timeout: 60_000 });
|
||||
await domClick(uv.locator("button", { hasText: "展开所选 UV" }).first());
|
||||
await page.waitForFunction(() => (document.querySelector(".wasm-uv-editor")?.textContent ?? "").includes("展开 UV已提交"), null, { timeout: 60_000 });
|
||||
});
|
||||
await chapter("texture-paint", "纹理绘制", async () => {
|
||||
const modeButton = page.locator(".mode-chip button").first();
|
||||
if (!/Object Mode/.test(await modeButton.innerText().catch(() => ""))) {
|
||||
await domClick(modeButton);
|
||||
const objectMode = page.getByRole("menuitemcheckbox", { name: /物体模式/ }).first();
|
||||
await objectMode.waitFor({ timeout: 15_000 });
|
||||
await objectMode.click();
|
||||
await page.waitForTimeout(1200);
|
||||
}
|
||||
await page.keyboard.press("Escape");
|
||||
await workspace("Shading");
|
||||
await page.locator(".pbr-asset-library").waitFor({ timeout: 60_000 });
|
||||
await page.locator('select[aria-label="资产来源"]').selectOption("library:re-pbr-v1");
|
||||
await page.waitForFunction(() => document.querySelectorAll('[data-library="library:re-pbr-v1"]').length === 6, null, { timeout: 60_000 });
|
||||
const card = page.locator('[data-library="library:re-pbr-v1"]', { hasText: "black_tiles_wall" }).first();
|
||||
let assigned = false;
|
||||
for (let attempt = 0; attempt < 3 && !assigned; attempt += 1) {
|
||||
await card.dblclick().catch(() => undefined);
|
||||
assigned = await page.waitForFunction(() => {
|
||||
const slot = document.querySelector('select[aria-label^="材质槽"]');
|
||||
return slot instanceof HTMLSelectElement && slot.value.includes("material:black_tiles_wall");
|
||||
}, null, { timeout: 30_000 }).then(() => true).catch(() => false);
|
||||
if (!assigned) await page.waitForTimeout(1500);
|
||||
}
|
||||
if (!assigned) throw new Error("RE material assignment failed");
|
||||
await page.locator('.property-section input[type="file"][accept="image/png,image/jpeg"]').first().setInputFiles(TEXTURE);
|
||||
await page.waitForFunction(() => Array.from(document.querySelectorAll('select[aria-label="材质图片"] option')).some((option) => option.textContent?.includes("re-texture-base")), null, { timeout: 60_000 });
|
||||
await page.locator('select[aria-label="材质图片"]').first().selectOption({ label: "re-texture-base" });
|
||||
await page.waitForTimeout(1200);
|
||||
await workspace("Texture Paint");
|
||||
const textureSelect = page.locator('.texture-paint-view select[aria-label="纹理图像"]').first();
|
||||
if (await textureSelect.count()) {
|
||||
const options = await textureSelect.locator("option").allTextContents();
|
||||
const match = options.find((text) => text.includes("re-texture-base"));
|
||||
if (match) await textureSelect.selectOption({ label: match }).catch(() => undefined);
|
||||
await page.waitForTimeout(800);
|
||||
}
|
||||
const image = page.locator('[data-testid="texture-paint-canvas"]').first();
|
||||
await image.waitFor({ timeout: 60_000 });
|
||||
const box = await image.boundingBox();
|
||||
if (!box) throw new Error("texture paint canvas has no box");
|
||||
await page.mouse.move(box.x + box.width * 0.35, box.y + box.height * 0.45);
|
||||
await page.mouse.down();
|
||||
await page.mouse.move(box.x + box.width * 0.62, box.y + box.height * 0.55, { steps: 20 });
|
||||
await page.mouse.up();
|
||||
await page.waitForTimeout(1600);
|
||||
});
|
||||
await chapter("compositor", "Compositor 合成", async () => {
|
||||
await workspace("Compositing");
|
||||
const canvas = page.getByTestId("compositor-canvas");
|
||||
await canvas.waitFor({ timeout: 60_000 });
|
||||
const addType = canvas.getByLabel("添加节点类型");
|
||||
await addType.selectOption("CONSTANT_COLOR");
|
||||
await domClick(canvas.getByRole("button", { name: "添加节点", exact: true }));
|
||||
await page.waitForTimeout(500);
|
||||
await addType.selectOption("EXPOSURE");
|
||||
await domClick(canvas.getByRole("button", { name: "添加节点", exact: true }));
|
||||
await page.waitForTimeout(600);
|
||||
await drag(page,
|
||||
page.locator('.react-flow__node[data-id="node-constant-color-1"] .react-flow__handle.source').first(),
|
||||
page.locator('.react-flow__node[data-id="node-exposure-1"] .react-flow__handle.target').first());
|
||||
await drag(page,
|
||||
page.locator('.react-flow__node[data-id="node-exposure-1"] .react-flow__handle.source').first(),
|
||||
page.locator('.react-flow__node[data-id="node-composite"] .react-flow__handle.target').first());
|
||||
await page.locator('.react-flow__node[data-id="node-exposure-1"]').click();
|
||||
const exposure = canvas.locator('.compositor-canvas-inspector input[type="number"]').first();
|
||||
await exposure.fill("1.5");
|
||||
await exposure.blur();
|
||||
await domClick(canvas.getByRole("button", { name: "执行合成", exact: true }));
|
||||
await page.waitForTimeout(1000);
|
||||
const before = Number(await page.locator("main.blender-app").getAttribute("data-project-snapshot-revision") ?? "0");
|
||||
await domClick(canvas.getByRole("button", { name: "提交图", exact: true }));
|
||||
await page.waitForFunction((expected) => Number(document.querySelector("main.blender-app")?.getAttribute("data-project-snapshot-revision") ?? "0") > expected, before, { timeout: 60_000 });
|
||||
});
|
||||
await chapter("geometry-nodes", "Geometry Nodes", async () => {
|
||||
await workspace("Geometry Nodes");
|
||||
const canvas = page.getByTestId("geometry-node-canvas");
|
||||
await canvas.waitFor({ timeout: 60_000 });
|
||||
await canvas.getByLabel("添加节点类型").selectOption({ index: 2 }).catch(() => undefined);
|
||||
await domClick(canvas.getByRole("button", { name: "添加节点", exact: true }));
|
||||
await page.waitForTimeout(600);
|
||||
const source = page.locator('.react-flow__node[data-id="group-input"] .react-flow__handle.source').first();
|
||||
const target = page.locator('.react-flow__node[data-id="node-geometrynodetransform"] .react-flow__handle.target').first();
|
||||
await drag(page, source, target);
|
||||
const source2 = page.locator('.react-flow__node[data-id="node-geometrynodetransform"] .react-flow__handle.source').first();
|
||||
const target2 = page.locator('.react-flow__node[data-id="group-output"] .react-flow__handle.target').first();
|
||||
await drag(page, source2, target2);
|
||||
const before = Number(await page.locator("main.blender-app").getAttribute("data-project-snapshot-revision") ?? "0");
|
||||
await domClick(canvas.getByRole("button", { name: "提交图", exact: true }));
|
||||
await page.waitForFunction((expected) => Number(document.querySelector("main.blender-app")?.getAttribute("data-project-snapshot-revision") ?? "0") > expected, before, { timeout: 60_000 });
|
||||
});
|
||||
await chapter("spreadsheet", "Spreadsheet 数据检查", async () => {
|
||||
const sheet = page.getByTestId("spreadsheet-view");
|
||||
await sheet.waitFor({ timeout: 60_000 });
|
||||
await sheet.getByLabel("数据源").selectOption("vertices");
|
||||
await page.waitForTimeout(600);
|
||||
await sheet.getByLabel("过滤行").fill("0.5");
|
||||
await page.waitForTimeout(600);
|
||||
await sheet.getByLabel("过滤行").fill("");
|
||||
});
|
||||
await chapter("save-reopen", "保存到 OPFS 并重开", async () => {
|
||||
await domClick(page.locator('button[aria-label="保存项目"]'));
|
||||
await page.waitForFunction(() => document.querySelector("main.blender-app")?.getAttribute("data-user-action-save-status") === "SUCCEEDED", null, { timeout: 60_000 });
|
||||
await page.reload();
|
||||
await page.locator("main.blender-app").waitFor({ timeout: 90_000 });
|
||||
await page.waitForFunction(() => document.querySelectorAll('[data-testid="recent-projects"] option').length > 1, null, { timeout: 60_000 });
|
||||
await page.locator('[data-testid="recent-projects"]').selectOption({ index: 1 });
|
||||
const discard = page.getByRole("button", { name: "不保存,继续", exact: true });
|
||||
if (await discard.count()) await discard.click();
|
||||
await page.waitForFunction(() => /Objects 7/.test(document.querySelector('[data-testid="scene-stats"]')?.textContent ?? ""), null, { timeout: 120_000 });
|
||||
await installOverlay(page);
|
||||
});
|
||||
await chapter("summary", "总结与边界", async () => {
|
||||
await workspace("Layout");
|
||||
await page.waitForTimeout(1200);
|
||||
});
|
||||
}
|
||||
catch (error) {
|
||||
errors.push(`fatal: ${error instanceof Error ? error.stack ?? error.message : String(error)}`);
|
||||
}
|
||||
finally {
|
||||
await context.close().catch(() => undefined);
|
||||
let screencast = null;
|
||||
if (video) {
|
||||
const webm = path.join(OUT, "screencast.webm");
|
||||
await video.saveAs(webm).catch((error) => errors.push(`video save: ${error.message}`));
|
||||
if (fs.existsSync(webm)) screencast = { path: webm, bytes: fs.statSync(webm).size };
|
||||
}
|
||||
await browser.close().catch(() => undefined);
|
||||
const report = {
|
||||
schemaVersion: 1,
|
||||
status: !errors.length && screencast ? "PASS" : "FAIL",
|
||||
gpuMode,
|
||||
durationMs: Date.now() - recordingStart,
|
||||
chapters: timeline,
|
||||
errors,
|
||||
screencast,
|
||||
};
|
||||
fs.writeFileSync(path.join(OUT, "timeline.json"), JSON.stringify(report, null, 2) + "\n", "utf8");
|
||||
console.log(JSON.stringify({ status: report.status, durationMs: report.durationMs, chapters: timeline.length, errors: errors.length, video: screencast?.path ?? null }, null, 2));
|
||||
if (report.status !== "PASS") process.exitCode = 1;
|
||||
}
|
||||
}
|
||||
|
||||
main().catch((error) => { console.error(error); process.exit(1); });
|
||||
38
web/app/public/tutorial/full/course.css
Normal file
@@ -0,0 +1,38 @@
|
||||
:root{color-scheme:dark;--bg:#181818;--panel:#232323;--panel-2:#2b2b2b;--line:#3c3c3c;--text:#e6e6e6;--muted:#a9a9a9;--accent:#6aa1d8;--accent-2:#d8a45a}
|
||||
*{box-sizing:border-box}
|
||||
body{margin:0;background:var(--bg);color:var(--text);font:16px/1.7 "Noto Sans SC",system-ui,-apple-system,"Segoe UI",sans-serif}
|
||||
a{color:var(--accent)}
|
||||
.course-hero{padding:52px clamp(20px,5vw,72px) 34px;background:linear-gradient(135deg,#1d2833,#242424 60%,#2a2318);border-bottom:1px solid var(--line)}
|
||||
.course-kicker{margin:0 0 10px;color:var(--accent-2);font-size:13px;letter-spacing:.12em;text-transform:uppercase}
|
||||
.course-hero h1{margin:0 0 12px;font-size:clamp(30px,4vw,52px);line-height:1.15}
|
||||
.course-subtitle{margin:0 0 10px;max-width:900px;color:#c8d8e6;font-size:clamp(16px,2vw,21px)}
|
||||
.course-audience{margin:0 0 16px;color:var(--muted)}
|
||||
.course-first-load{margin:0;max-width:900px;padding:10px 14px;border-left:3px solid var(--accent-2);background:#2b2620;color:#e8d4b6}
|
||||
.course-layout{display:grid;grid-template-columns:260px minmax(0,1fr);gap:0;align-items:start}
|
||||
.course-nav{position:sticky;top:0;max-height:100vh;overflow:auto;padding:18px 14px;border-right:1px solid var(--line);background:#1d1d1d}
|
||||
.course-nav strong{display:block;margin:0 0 10px;color:var(--muted);font-size:12px;letter-spacing:.08em}
|
||||
.course-nav a{display:flex;gap:9px;padding:7px 8px;border-radius:5px;color:#d4d4d4;text-decoration:none;font-size:13px;line-height:1.35}
|
||||
.course-nav a:hover{background:#2c2c2c}
|
||||
.course-nav a span{flex:none;color:var(--accent-2);font-family:monospace}
|
||||
.course-main{min-width:0;padding:26px clamp(18px,4vw,56px) 60px}
|
||||
.course-rules,.course-video,.course-module{max-width:1180px;margin:0 auto 34px;padding:22px clamp(16px,2.5vw,30px);background:var(--panel);border:1px solid var(--line);border-radius:8px}
|
||||
.course-rules h2,.course-video h2,.course-module h2{margin-top:0;line-height:1.25}
|
||||
.course-video video{width:100%;height:auto;background:#000;border-radius:6px}
|
||||
.course-video p{margin:10px 0 0;color:var(--muted)}
|
||||
.course-module-id{margin:0 0 4px;color:var(--accent-2);font-size:12px;letter-spacing:.08em;text-transform:uppercase}
|
||||
.course-summary{margin:0;color:#cfcfcf}
|
||||
.course-objectives{margin:18px 0}
|
||||
.course-objectives h3,.course-callout h3{margin:0 0 6px;font-size:15px;color:#cfe0ef}
|
||||
.course-objectives ul{margin:0;padding-left:22px}
|
||||
.course-steps{margin:20px 0 0;padding:0;list-style:none;counter-reset:step}
|
||||
.course-steps>li{counter-increment:step;position:relative;margin:0 0 22px;padding:0 0 0 40px}
|
||||
.course-steps>li::before{content:counter(step);position:absolute;left:0;top:0;display:grid;place-items:center;width:27px;height:27px;border-radius:50%;background:#36506a;color:#e8f2fb;font-size:13px;font-weight:700}
|
||||
.course-steps p{margin:2px 0 10px}
|
||||
.course-steps figure{margin:0}
|
||||
.course-steps img{display:block;width:100%;height:auto;border:1px solid var(--line);border-radius:6px;background:#111}
|
||||
.course-steps figcaption{margin-top:5px;color:#8f9aa4;font-size:12px}
|
||||
.course-callout{margin-top:18px;padding:12px 16px;border-radius:6px;background:var(--panel-2);border-left:3px solid #57708a}
|
||||
.course-callout ul{margin:0;padding-left:20px}
|
||||
.course-warnings{border-left-color:#c98e5a;background:#2d2720}
|
||||
.course-footer{max-width:1180px;margin:0 auto;padding-top:18px;border-top:1px solid var(--line);color:var(--muted);font-size:13px}
|
||||
@media(max-width:900px){.course-layout{grid-template-columns:1fr}.course-nav{position:static;max-height:none;border-right:0;border-bottom:1px solid var(--line);display:grid;grid-template-columns:repeat(auto-fit,minmax(190px,1fr))}.course-nav strong{grid-column:1/-1}.course-main{padding-top:18px}}
|
||||
593
web/app/public/tutorial/full/course.json
Normal file
@@ -0,0 +1,593 @@
|
||||
{
|
||||
"schemaVersion": 1,
|
||||
"title": "Web Blender 全站入门课程",
|
||||
"subtitle": "从界面到渲染、UV、纹理绘制、合成、Geometry Nodes 与数据检查",
|
||||
"version": "2026-11-13",
|
||||
"audience": "第一次使用 Blender 的初学者;在浏览器中完成全部练习。",
|
||||
"firstLoadNote": "首次从远端打开需要下载约 79 MB 的 wasm,实测 154–193 秒;页面会显示加载进度。之后的加载走浏览器缓存。",
|
||||
"rules": [
|
||||
"平台保存、重开和恢复都使用浏览器 OPFS。点击顶栏“保存项目”只会写入 OPFS,不会自动下载文件。",
|
||||
"需要本地 .blend 时,必须手动点击顶栏“下载 .blend”或“文件 → 下载 .blend 到本地”。",
|
||||
"课程截图与练习使用 RE 5000PBR 资产和 re/猴头.glb;所有路径均为仓库内相对路径。",
|
||||
"本课程只验证 Chromium;建议使用有独立显卡的机器并启用硬件 WebGL。"
|
||||
],
|
||||
"videos": [
|
||||
{
|
||||
"id": "editors-lesson",
|
||||
"title": "编辑器专课:UV、纹理绘制、Compositor、Geometry Nodes 与 Spreadsheet(约 3 分钟)",
|
||||
"src": "/tutorial/full/video/full-course-editors-720p.mp4",
|
||||
"poster": "/tutorial/full/video/full-course-editors-poster.jpg",
|
||||
"vtt": "/tutorial/full/video/full-course-editors.zh-Hans.vtt",
|
||||
"note": "M06、M07、M11、M12、M13 的操作录像,带中文配音与章节字幕;结尾演示 OPFS 保存重开。"
|
||||
},
|
||||
{
|
||||
"id": "render-lesson",
|
||||
"title": "渲染专课:5000PBR 猴头全流程(约 11 分钟)",
|
||||
"src": "/tutorial/pbr/lesson/video/re-pbr-lesson-720p.mp4",
|
||||
"poster": "/tutorial/pbr/lesson/video/poster.jpg",
|
||||
"vtt": "/tutorial/pbr/lesson/video/re-pbr-lesson.zh-Hans.vtt",
|
||||
"note": "M08、M09 的完整操作录像,带中文配音与章节字幕。"
|
||||
}
|
||||
],
|
||||
"modules": [
|
||||
{
|
||||
"id": "M01",
|
||||
"title": "界面、工作区、文件打开与保存",
|
||||
"level": "入门",
|
||||
"minutes": 6,
|
||||
"summary": "认识顶栏、工作区标签、三维视口、大纲视图和属性面板;打开练习工程并理解 OPFS 保存。",
|
||||
"objectives": [
|
||||
"找到并切换工作区",
|
||||
"用“打开 .blend”载入练习工程",
|
||||
"区分保存到 OPFS 与手动下载 .blend"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "在浏览器打开 /?ui=web 。如果是远端地址,先等待底部 wasm 加载完成,状态栏出现 SceneIR。",
|
||||
"image": "steps/M01-interface.jpg"
|
||||
},
|
||||
{
|
||||
"text": "顶部蓝色标签是工作区:Layout、Modeling、Sculpting、UV Editing、Texture Paint、Shading、Animation、Rendering、Compositing、Geometry Nodes、Scripting。课程会逐个使用。",
|
||||
"image": "steps/M01-interface.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击顶栏“打开 .blend”(或按 F3 搜索“打开”),选择课程工程 studio.blend。等待状态栏对象数变为 6。",
|
||||
"image": "steps/M01-file-menu.jpg"
|
||||
},
|
||||
{
|
||||
"text": "再打开 re/猴头.glb。GLB 会追加到当前场景,对象数从 6 变为 7,活动对象是 Suzanne。",
|
||||
"image": "steps/M01-interface.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击“保存项目”。它写入浏览器 OPFS,并显示保存状态 SUCCEEDED;不会下载文件。需要本地副本时,单独点击“下载 .blend”。",
|
||||
"image": "steps/M01-file-menu.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"工作区切换只改变布局,不改变场景数据。",
|
||||
"状态栏右侧的引擎状态是判断操作是否真正提交的第一现场。"
|
||||
],
|
||||
"warnings": [
|
||||
"不要在保存流程中寻找自动下载;下载是独立的手动动作。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M02",
|
||||
"title": "导航、选择与变换",
|
||||
"level": "入门",
|
||||
"minutes": 7,
|
||||
"summary": "在三维视口旋转、平移、缩放;从大纲视图选择对象;用操作搜索找到桌面版同名命令。",
|
||||
"objectives": [
|
||||
"使用鼠标中键旋转、Shift+中键平移、滚轮缩放",
|
||||
"在大纲视图选择活动对象",
|
||||
"用 F3 搜索并执行操作"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "在 Layout 工作区,按住鼠标中键拖动旋转视角;Shift+中键平移;滚轮缩放。视口右上角的导航球可以恢复轴向视图。",
|
||||
"image": "steps/M02-layout.jpg"
|
||||
},
|
||||
{
|
||||
"text": "右侧大纲视图列出场景对象。单击一个对象即可设为活动对象;视口与属性面板会同步更新。",
|
||||
"image": "steps/M02-selection.jpg"
|
||||
},
|
||||
{
|
||||
"text": "按 F3 打开操作搜索,输入“移动”,可以看到与桌面 Blender 对齐的命令。选中命令后按提示在视口或属性中完成操作。",
|
||||
"image": "steps/M02-operator-search.jpg"
|
||||
},
|
||||
{
|
||||
"text": "练习:选中猴头,在属性面板把位置 Z 改为 0.5,再改回 0;观察视口和状态栏。",
|
||||
"image": "steps/M02-selection.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"属性面板的数值修改会进入原生 Main,并支持撤销。",
|
||||
"不确定命令在哪时,优先用 F3 搜索,而不是猜菜单位置。"
|
||||
],
|
||||
"warnings": [
|
||||
"删除、布尔等破坏性操作先在练习工程上做,并记住撤销按钮。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M03",
|
||||
"title": "网格编辑建模",
|
||||
"level": "基础",
|
||||
"minutes": 9,
|
||||
"summary": "进入编辑模式,认识顶点/边/面选择,执行挤出、倒角、细分等常用网格操作。",
|
||||
"objectives": [
|
||||
"在物体模式与编辑模式之间切换",
|
||||
"切换 1/2/3 选择模式",
|
||||
"执行一次挤出或倒角并撤销"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "切换到 Modeling 工作区。左侧快捷栏提供 Add Cube、Add Monkey、Duplicate、Delete 等对象操作。",
|
||||
"image": "steps/M03-workspace.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击左上角模式按钮(Object Mode),选择“编辑模式”。视口进入 Edit Mode,并显示网格元素。",
|
||||
"image": "steps/M03-edit-mode.jpg"
|
||||
},
|
||||
{
|
||||
"text": "在视口上方选择 1 Vertex / 2 Edge / 3 Face,或使用工具栏按钮切换选择模式。点击 Select All 选中全部元素。",
|
||||
"image": "steps/M03-mesh-selection.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击 EXTRUDE 或 BEVEL 执行一次操作;按撤销按钮恢复。注意状态栏是否显示命令已提交。",
|
||||
"image": "steps/M03-mesh-selection.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"编辑模式的选择集保存在原生 Main,可以撤销。",
|
||||
"面模式下才能执行 TRIANGULATE 和 RECALCULATE NORMALS。"
|
||||
],
|
||||
"warnings": [
|
||||
"对高面数网格做全选挤出会明显变慢;课程使用 1225 顶点的猴头。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M04",
|
||||
"title": "修改器 Bevel/Boolean/Mirror/Array",
|
||||
"level": "基础",
|
||||
"minutes": 8,
|
||||
"summary": "在属性面板查看并编辑修改器栈;理解修改器是非破坏性的,渲染和导出时才求值。",
|
||||
"objectives": [
|
||||
"找到修改器面板",
|
||||
"添加/启用/应用一个修改器",
|
||||
"理解修改器与网格编辑的区别"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "选中猴头,在 Layout 工作区查看右侧属性面板。向下滚动到 Modifiers 区域。",
|
||||
"image": "steps/M04-properties.jpg"
|
||||
},
|
||||
{
|
||||
"text": "修改器会按顺序求值。点击添加修改器,选择 Bevel、Boolean、Mirror 或 Array;调整参数后视口立即更新。",
|
||||
"image": "steps/M04-modifier-stack.jpg"
|
||||
},
|
||||
{
|
||||
"text": "练习:给猴头添加 Bevel,宽度设为 0.01;观察面数变化后撤销。",
|
||||
"image": "steps/M04-modifier-stack.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"修改器栈顺序会影响结果,Boolean 通常放在最后。",
|
||||
"应用修改器会改变网格数据;课程建议先保留修改器版本。"
|
||||
],
|
||||
"warnings": [
|
||||
"Boolean 需要封闭网格;非流形网格可能出现破面。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M05",
|
||||
"title": "材质与 Shader/PBR 资产库",
|
||||
"level": "基础",
|
||||
"minutes": 10,
|
||||
"summary": "在 Shading 工作区认识材质槽、节点编辑器和 RE 5000PBR 资产库;双击资产分配材质。",
|
||||
"objectives": [
|
||||
"切换 Shading 工作区",
|
||||
"从资产库分配一个 PBR 材质",
|
||||
"在材质属性中确认 Base Color 贴图"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "切换到 Shading 工作区。上方是 Shader Editor,右侧是材质属性,左下是 PBR 资产库。",
|
||||
"image": "steps/M05-shader-workspace.jpg"
|
||||
},
|
||||
{
|
||||
"text": "在“资产来源”下拉框选择 library:re-pbr-v1,只显示六张 RE 材质卡片。单击只选中,双击才分配。",
|
||||
"image": "steps/M05-asset-library.jpg"
|
||||
},
|
||||
{
|
||||
"text": "双击 black_tiles_wall。等待材质槽显示 material:black_tiles_wall,并确认材质球状态为 COMPILED。",
|
||||
"image": "steps/M05-asset-library.jpg"
|
||||
},
|
||||
{
|
||||
"text": "在材质属性中检查 Base Color 图片;M07 会在这张图上手绘。",
|
||||
"image": "steps/M05-shader-workspace.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"资产库缩略图加载需要时间,先等卡片出现再双击。",
|
||||
"同一材质可以分配给多个对象;修改会影响所有使用者。"
|
||||
],
|
||||
"warnings": [
|
||||
"库链接贴图不能直接被纹理绘制修改;M07 会导入本地派生的 PNG。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M06",
|
||||
"title": "UV 展开与贴图准备",
|
||||
"level": "进阶",
|
||||
"minutes": 8,
|
||||
"summary": "在 UV Editing 工作区进入编辑模式,全选 UV、执行展开并提交;保存重开后 UV 仍然存在。",
|
||||
"objectives": [
|
||||
"在 ?ui=web 下找到可写 UV 区域",
|
||||
"全选并展开 UV",
|
||||
"保存到 OPFS 后重开确认 UV 未丢失"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "切换到 UV Editing 工作区。左侧是原生 UV 编辑器,右侧是三维视口。桌面 Blender 要求网格处于编辑模式,本课程也显式进入编辑模式。",
|
||||
"image": "steps/M06-uv-workspace.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击“全选 UV”,等待 UV 编辑器显示“UV 选择已提交”。橙色点是选中的 UV。",
|
||||
"image": "steps/M06-uv-workspace.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击“展开所选 UV”,等待显示“展开 UV已提交”。视口和 UV 布局会更新。",
|
||||
"image": "steps/M06-unwrap.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击顶栏“保存项目”写入 OPFS,然后从最近项目重新打开;UV 控件和选择仍然存在。",
|
||||
"image": "steps/M06-unwrap.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"展开前先标记缝合线,能得到更整齐的 UV 岛。",
|
||||
"课程只使用角度展开;其他方法在 UV 控件中也有入口。"
|
||||
],
|
||||
"warnings": [
|
||||
"UV 操作需要可写原生 UV 区域;如果提示未提交,先确认已进入编辑模式。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M07",
|
||||
"title": "Texture Paint 手绘贴图",
|
||||
"level": "进阶",
|
||||
"minutes": 10,
|
||||
"summary": "导入本地 Base Color 贴图,在 Texture Paint 工作区用画笔绘制一条笔画,一次提交并撤销。",
|
||||
"objectives": [
|
||||
"给猴头分配带贴图的材质",
|
||||
"选择图像并调整画笔颜色/大小/强度",
|
||||
"绘制、撤销、保存重开"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "按 M05 分配 black_tiles_wall,并在材质属性中导入课程图片 re-texture-base.png,设为 Base Color 的“材质图片”。",
|
||||
"image": "steps/M07-texture-paint.jpg"
|
||||
},
|
||||
{
|
||||
"text": "切换到 Texture Paint 工作区。顶部选择纹理图像,左侧是图像画布,下面是绘制/擦除、颜色、大小、强度。",
|
||||
"image": "steps/M07-texture-paint.jpg"
|
||||
},
|
||||
{
|
||||
"text": "在画布上按住左键拖动,画出一条白色笔画。松开后显示“笔画已提交”,并增加一个 Main revision。",
|
||||
"image": "steps/M07-painted-stroke.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击“撤销笔画”恢复原图;再点“重做笔画”。保存到 OPFS 后重开,笔画仍在。",
|
||||
"image": "steps/M07-painted-stroke.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"一次指针笔画只提交一次,避免每个采样点都写 Main。",
|
||||
"图像越大,单次提交的 PNG 编码越慢;课程使用 1024×1024。"
|
||||
],
|
||||
"warnings": [
|
||||
"库链接图像会被原生拒绝(cannot modify linked library images);请先导入本地图片。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M08",
|
||||
"title": "灯光、相机与 PBR 渲染",
|
||||
"level": "进阶",
|
||||
"minutes": 12,
|
||||
"summary": "在 Rendering 工作区设置相机、分辨率、曝光与位移,执行显卡 PBR 渲染。",
|
||||
"objectives": [
|
||||
"设置 1024×1024 场景相机渲染",
|
||||
"理解最终材质视图与教学曝光",
|
||||
"执行渲染并拿到结果"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "切换到 Rendering 工作区。左侧是渲染结果视口,下方是 PBR 渲染练习面板,右侧是场景属性。",
|
||||
"image": "steps/M08-render-workspace.jpg"
|
||||
},
|
||||
{
|
||||
"text": "视角预设选择“场景相机对齐”,分辨率 1024×1024,视图“最终材质”,教学曝光 0 EV,位移强度 1×。",
|
||||
"image": "steps/M08-pbr-panel.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击“渲染 PBR”。面板会等待纹理与环境贴图就绪,然后用 GPU 输出成片。",
|
||||
"image": "steps/M08-pbr-panel.jpg"
|
||||
},
|
||||
{
|
||||
"text": "结果出现后,可在诊断视图切换 Base Color、Normal、Roughness 检查材质。",
|
||||
"image": "steps/M09-render-result.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"深色材质只看整体亮度容易误判,切到 Base Color 更可靠。",
|
||||
"完整操作录像见本页顶部“渲染专课”。"
|
||||
],
|
||||
"warnings": [
|
||||
"渲染依赖硬件 WebGL;SwiftShader 回退会失败并明确报错。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M09",
|
||||
"title": "渲染结果、诊断与 GLB 导出",
|
||||
"level": "进阶",
|
||||
"minutes": 8,
|
||||
"summary": "检查渲染结果尺寸与耗时,下载 PNG,导出 GLB,并核对保存状态。",
|
||||
"objectives": [
|
||||
"确认渲染结果 1024×1024",
|
||||
"下载 PNG",
|
||||
"导出 GLB 并保存 OPFS"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "渲染完成后,结果视口底部显示分辨率、字节数和 OPFS 引用。确认是 1024×1024。",
|
||||
"image": "steps/M09-render-result.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击“下载 PNG”保存本地成片;这是显式手动下载。",
|
||||
"image": "steps/M09-render-result.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击顶栏“导出 GLB”导出当前场景;导出前确认对象数和活动对象。",
|
||||
"image": "steps/M09-render-result.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击“保存项目”写入 OPFS;重新打开最近项目,确认材质和相机仍在。",
|
||||
"image": "steps/M09-render-result.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"渲染耗时受分辨率、贴图大小和显卡影响。",
|
||||
"诊断报告按钮会记录失败阶段,便于定位。"
|
||||
],
|
||||
"warnings": [
|
||||
"导出 GLB 不会包含未打包的外部资源;课程资产已打包。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M10",
|
||||
"title": "时间线与关键帧动画",
|
||||
"level": "基础",
|
||||
"minutes": 8,
|
||||
"summary": "在 Animation 工作区跳帧、插入位置关键帧、播放并保存动作。",
|
||||
"objectives": [
|
||||
"切换 Animation 工作区",
|
||||
"在指定帧插入位置关键帧",
|
||||
"播放并确认关键帧出现在 Dope Sheet"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "切换到 Animation 工作区。底部是时间线、Dope Sheet 和 NLA 编辑区。",
|
||||
"image": "steps/M10-animation-workspace.jpg"
|
||||
},
|
||||
{
|
||||
"text": "把当前帧改为 12,选中猴头,点击“插入位置关键帧”(按钮 Loc)。",
|
||||
"image": "steps/M10-keyframe.jpg"
|
||||
},
|
||||
{
|
||||
"text": "再跳到第 48 帧,移动对象后插入第二个位置关键帧;点击播放观察插值。",
|
||||
"image": "steps/M10-keyframe.jpg"
|
||||
},
|
||||
{
|
||||
"text": "保存到 OPFS 后重开,Dope Sheet 中仍能看到关键帧。",
|
||||
"image": "steps/M10-keyframe.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"Loc/Rot/Scale 分别插入位置、旋转和缩放关键帧。",
|
||||
"删除关键帧只删除当前帧的对应通道。"
|
||||
],
|
||||
"warnings": [
|
||||
"动画工作区右上角的 Camera Perspective 是布局示意;完整相机视图在 Layout 工作区。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M11",
|
||||
"title": "Compositor 合成节点",
|
||||
"level": "进阶",
|
||||
"minutes": 12,
|
||||
"summary": "在 Compositing 工作区创建 RGB 与 Exposure 节点,连线到 Composite,执行并查看合成结果。",
|
||||
"objectives": [
|
||||
"添加节点并拖拽连线",
|
||||
"编辑节点属性",
|
||||
"执行合成并提交到原生 Main"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "切换到 Compositing 工作区。画布默认有一个 Composite 输出节点,右侧是属性检查器和结果预览。",
|
||||
"image": "steps/M11-compositor.jpg"
|
||||
},
|
||||
{
|
||||
"text": "在“添加节点类型”中选择 RGB 颜色,点击“添加节点”;再添加曝光 Exposure。",
|
||||
"image": "steps/M11-nodes-added.jpg"
|
||||
},
|
||||
{
|
||||
"text": "从 RGB 的输出端口拖到 Exposure 的输入端口;再从 Exposure 拖到 Composite 的 Image 输入。",
|
||||
"image": "steps/M11-nodes-added.jpg"
|
||||
},
|
||||
{
|
||||
"text": "选中 Exposure,把曝光改为 1.5;点击“执行合成”,右侧预览会显示提亮后的颜色。",
|
||||
"image": "steps/M11-executed.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击“提交图”写入原生 CompositorNodeTree;保存 OPFS 后重开,节点、连线、位置和属性都保留。",
|
||||
"image": "steps/M11-executed.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"Blur、Mix、Alpha Over、Transform 也在同一画布中;Mix 需要 A/B 两路输入。",
|
||||
"Viewer 节点会显示在当前阶段的结果。"
|
||||
],
|
||||
"warnings": [
|
||||
"IMAGE/RENDER_LAYER 节点可以本地求值,但暂不写入 Main;保存前请移除或替换为 RGB。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M12",
|
||||
"title": "Geometry Nodes 程序化建模",
|
||||
"level": "进阶",
|
||||
"minutes": 12,
|
||||
"summary": "在 Geometry Nodes 工作区添加 Transform 节点,与 Group Input 连线并提交,观察几何更新。",
|
||||
"objectives": [
|
||||
"读取当前网格的 Geometry Nodes 图",
|
||||
"添加节点并连线",
|
||||
"提交图并保存重开"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "选中猴头,切换到 Geometry Nodes 工作区。上方是节点画布,右侧是节点检查器,下方是 Spreadsheet。",
|
||||
"image": "steps/M12-geometry-nodes.jpg"
|
||||
},
|
||||
{
|
||||
"text": "在“添加节点类型”中选择 GeometryNodeTransform,点击“添加节点”。画布出现新节点。",
|
||||
"image": "steps/M12-node-added.jpg"
|
||||
},
|
||||
{
|
||||
"text": "从 Group Input 的 Geometry 端口拖到 Transform 的 Geometry 输入;再把 Transform 输出连到 Group Output。",
|
||||
"image": "steps/M12-node-added.jpg"
|
||||
},
|
||||
{
|
||||
"text": "在检查器修改平移/缩放默认值,点击“提交图”。网格随修改器更新,版本号增加。",
|
||||
"image": "steps/M12-node-added.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"课程只使用 allowlist 中的 16 类节点,避免构造无法执行的图。",
|
||||
"提交失败时,检查器会显示具体节点或 socket 错误。"
|
||||
],
|
||||
"warnings": [
|
||||
"节点位置目前只在当前会话保存;保存重开保留节点和连线,但可能重置布局。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M13",
|
||||
"title": "Spreadsheet 数据检查",
|
||||
"level": "进阶",
|
||||
"minutes": 8,
|
||||
"summary": "用 Spreadsheet 只读表查看对象、顶点、边、面、UV 与几何属性;过滤、列显示/重排并导出 CSV。",
|
||||
"objectives": [
|
||||
"切换数据源",
|
||||
"过滤顶点并隐藏列",
|
||||
"导出 CSV 且不修改场景"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "在 Geometry Nodes 工作区下方打开 Spreadsheet。默认显示对象表:名称、类型、数据、可见性、位置。",
|
||||
"image": "steps/M13-objects.jpg"
|
||||
},
|
||||
{
|
||||
"text": "把数据源切到“顶点 Vertices”,可以看到 Position X/Y/Z 和 Normal 列。",
|
||||
"image": "steps/M13-vertices.jpg"
|
||||
},
|
||||
{
|
||||
"text": "在过滤框输入 0.5,只剩包含该值的行;在“列”面板隐藏 index 或调整列顺序。",
|
||||
"image": "steps/M13-filtered.jpg"
|
||||
},
|
||||
{
|
||||
"text": "点击“导出 CSV”手动下载当前可见列。Spreadsheet 是只读的,不会产生 Main revision。",
|
||||
"image": "steps/M13-filtered.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"顶点/边/面/UV 读取当前网格缓冲;属性表列出 position、normal、UVMap 等。",
|
||||
"单表最多 50,000 行,超出会在脚注提示。"
|
||||
],
|
||||
"warnings": [
|
||||
"Spreadsheet 不读取 GN 修改器求值后的属性域;它显示当前网格缓冲。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M14",
|
||||
"title": "保存、重开与异常恢复",
|
||||
"level": "基础",
|
||||
"minutes": 8,
|
||||
"summary": "使用 OPFS 保存与最近项目恢复;理解恢复检查点、错误提示和手动下载的边界。",
|
||||
"objectives": [
|
||||
"保存到 OPFS 并确认 SUCCEEDED",
|
||||
"从最近项目重开",
|
||||
"需要本地副本时手动下载"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "点击顶栏“保存项目”。状态栏显示 data-user-action-save-status=SUCCEEDED,表示已写入 OPFS。",
|
||||
"image": "steps/M14-opfs-save.jpg"
|
||||
},
|
||||
{
|
||||
"text": "刷新页面。最近项目下拉框出现刚才的工程;选择它并确认“不保存,继续”。",
|
||||
"image": "steps/M14-reopen.jpg"
|
||||
},
|
||||
{
|
||||
"text": "重开后检查对象数、活动对象、材质槽、UV 选择和渲染结果是否仍在。",
|
||||
"image": "steps/M14-reopen.jpg"
|
||||
},
|
||||
{
|
||||
"text": "如需本地文件,单独点击“下载 .blend”;不要把自动下载当作保存流程的一部分。",
|
||||
"image": "steps/M14-opfs-save.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"恢复失败时,页面会显示错误阶段;先导出诊断报告再重试。",
|
||||
"OPFS 数据与浏览器配置绑定,清理站点数据会删除工程。"
|
||||
],
|
||||
"warnings": [
|
||||
"关闭浏览器前确认保存状态;未保存的编辑只在当前会话和恢复检查点中。"
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "M15",
|
||||
"title": "脚本、支持矩阵与能力边界",
|
||||
"level": "进阶",
|
||||
"minutes": 7,
|
||||
"summary": "在 Scripting 工作区查看文本编辑器、Python 控制台、Info 与操作历史;了解已支持与延期的能力。",
|
||||
"objectives": [
|
||||
"打开 Scripting 工作区",
|
||||
"找到 Python 控制台和 Info",
|
||||
"识别课程未覆盖的限制"
|
||||
],
|
||||
"steps": [
|
||||
{
|
||||
"text": "切换到 Scripting 工作区。上方是文本编辑器,下方左侧是 Python 控制台,右侧是 Info 操作日志。",
|
||||
"image": "steps/M15-scripting.jpg"
|
||||
},
|
||||
{
|
||||
"text": "Python 控制台在本机原生会话中执行;Web 会话是否可用取决于当前运行模式。",
|
||||
"image": "steps/M15-console.jpg"
|
||||
},
|
||||
{
|
||||
"text": "Info 区域显示最近命令;失败命令会给出错误码和阶段,便于定位。",
|
||||
"image": "steps/M15-console.jpg"
|
||||
},
|
||||
{
|
||||
"text": "已知限制:多区域 split/join、完整 Driver 编辑器、完整节点/画笔目录、生产级 UDIM/4K 纹理绘制尚未完成。",
|
||||
"image": "steps/M15-scripting.jpg"
|
||||
}
|
||||
],
|
||||
"tips": [
|
||||
"支持矩阵与最新进度见 docs/status/WEB_BLENDER_FULL_COURSE_20261113.md。",
|
||||
"课程不宣称完整 Blender parity。"
|
||||
],
|
||||
"warnings": [
|
||||
"脚本可修改 Main;执行前先保存到 OPFS 并保留撤销点。"
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
299
web/app/public/tutorial/full/index.html
Normal file
@@ -0,0 +1,299 @@
|
||||
<!doctype html>
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<title>Web Blender 全站入门课程</title>
|
||||
<link rel="stylesheet" href="./course.css" />
|
||||
</head>
|
||||
<body>
|
||||
<header class="course-hero">
|
||||
<p class="course-kicker">Web Blender · 2026-11-13</p>
|
||||
<h1>Web Blender 全站入门课程</h1>
|
||||
<p class="course-subtitle">从界面到渲染、UV、纹理绘制、合成、Geometry Nodes 与数据检查</p>
|
||||
<p class="course-audience">第一次使用 Blender 的初学者;在浏览器中完成全部练习。</p>
|
||||
<p class="course-first-load">首次从远端打开需要下载约 79 MB 的 wasm,实测 154–193 秒;页面会显示加载进度。之后的加载走浏览器缓存。</p>
|
||||
</header>
|
||||
<div class="course-layout">
|
||||
<nav class="course-nav" aria-label="课程目录">
|
||||
<strong>15 个模块</strong>
|
||||
<a href="#M01"><span>M01</span>界面、工作区、文件打开与保存</a>
|
||||
<a href="#M02"><span>M02</span>导航、选择与变换</a>
|
||||
<a href="#M03"><span>M03</span>网格编辑建模</a>
|
||||
<a href="#M04"><span>M04</span>修改器 Bevel/Boolean/Mirror/Array</a>
|
||||
<a href="#M05"><span>M05</span>材质与 Shader/PBR 资产库</a>
|
||||
<a href="#M06"><span>M06</span>UV 展开与贴图准备</a>
|
||||
<a href="#M07"><span>M07</span>Texture Paint 手绘贴图</a>
|
||||
<a href="#M08"><span>M08</span>灯光、相机与 PBR 渲染</a>
|
||||
<a href="#M09"><span>M09</span>渲染结果、诊断与 GLB 导出</a>
|
||||
<a href="#M10"><span>M10</span>时间线与关键帧动画</a>
|
||||
<a href="#M11"><span>M11</span>Compositor 合成节点</a>
|
||||
<a href="#M12"><span>M12</span>Geometry Nodes 程序化建模</a>
|
||||
<a href="#M13"><span>M13</span>Spreadsheet 数据检查</a>
|
||||
<a href="#M14"><span>M14</span>保存、重开与异常恢复</a>
|
||||
<a href="#M15"><span>M15</span>脚本、支持矩阵与能力边界</a>
|
||||
</nav>
|
||||
<main class="course-main">
|
||||
<section class="course-rules">
|
||||
<h2>开始之前</h2>
|
||||
<ul><li>平台保存、重开和恢复都使用浏览器 OPFS。点击顶栏“保存项目”只会写入 OPFS,不会自动下载文件。</li><li>需要本地 .blend 时,必须手动点击顶栏“下载 .blend”或“文件 → 下载 .blend 到本地”。</li><li>课程截图与练习使用 RE 5000PBR 资产和 re/猴头.glb;所有路径均为仓库内相对路径。</li><li>本课程只验证 Chromium;建议使用有独立显卡的机器并启用硬件 WebGL。</li></ul>
|
||||
</section>
|
||||
<section class="course-video" id="video-editors-lesson">
|
||||
<h2>编辑器专课:UV、纹理绘制、Compositor、Geometry Nodes 与 Spreadsheet(约 3 分钟)</h2>
|
||||
<video controls preload="metadata" src="/tutorial/full/video/full-course-editors-720p.mp4" poster="/tutorial/full/video/full-course-editors-poster.jpg" width="1280" height="720"><track kind="subtitles" srclang="zh-Hans" label="中文" src="/tutorial/full/video/full-course-editors.zh-Hans.vtt" default /></video>
|
||||
<p>M06、M07、M11、M12、M13 的操作录像,带中文配音与章节字幕;结尾演示 OPFS 保存重开。</p>
|
||||
</section>
|
||||
<section class="course-video" id="video-render-lesson">
|
||||
<h2>渲染专课:5000PBR 猴头全流程(约 11 分钟)</h2>
|
||||
<video controls preload="metadata" src="/tutorial/pbr/lesson/video/re-pbr-lesson-720p.mp4" poster="/tutorial/pbr/lesson/video/poster.jpg" width="1280" height="720"><track kind="subtitles" srclang="zh-Hans" label="中文" src="/tutorial/pbr/lesson/video/re-pbr-lesson.zh-Hans.vtt" default /></video>
|
||||
<p>M08、M09 的完整操作录像,带中文配音与章节字幕。</p>
|
||||
</section>
|
||||
<article class="course-module" id="M01">
|
||||
<header>
|
||||
<p class="course-module-id">M01 · 入门 · 约 6 分钟</p>
|
||||
<h2>界面、工作区、文件打开与保存</h2>
|
||||
<p class="course-summary">认识顶栏、工作区标签、三维视口、大纲视图和属性面板;打开练习工程并理解 OPFS 保存。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>找到并切换工作区</li><li>用“打开 .blend”载入练习工程</li><li>区分保存到 OPFS 与手动下载 .blend</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>在浏览器打开 /?ui=web 。如果是远端地址,先等待底部 wasm 加载完成,状态栏出现 SceneIR。</p><figure><img src="steps/M01-interface.jpg" alt="界面、工作区、文件打开与保存 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M01 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>顶部蓝色标签是工作区:Layout、Modeling、Sculpting、UV Editing、Texture Paint、Shading、Animation、Rendering、Compositing、Geometry Nodes、Scripting。课程会逐个使用。</p><figure><img src="steps/M01-interface.jpg" alt="界面、工作区、文件打开与保存 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M01 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>点击顶栏“打开 .blend”(或按 F3 搜索“打开”),选择课程工程 studio.blend。等待状态栏对象数变为 6。</p><figure><img src="steps/M01-file-menu.jpg" alt="界面、工作区、文件打开与保存 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M01 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>再打开 re/猴头.glb。GLB 会追加到当前场景,对象数从 6 变为 7,活动对象是 Suzanne。</p><figure><img src="steps/M01-interface.jpg" alt="界面、工作区、文件打开与保存 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M01 · 步骤 4</figcaption></figure></li>
|
||||
<li><p>点击“保存项目”。它写入浏览器 OPFS,并显示保存状态 SUCCEEDED;不会下载文件。需要本地副本时,单独点击“下载 .blend”。</p><figure><img src="steps/M01-file-menu.jpg" alt="界面、工作区、文件打开与保存 第 5 步截图" loading="lazy" width="1600" height="900" /><figcaption>M01 · 步骤 5</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>工作区切换只改变布局,不改变场景数据。</li><li>状态栏右侧的引擎状态是判断操作是否真正提交的第一现场。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>不要在保存流程中寻找自动下载;下载是独立的手动动作。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M02">
|
||||
<header>
|
||||
<p class="course-module-id">M02 · 入门 · 约 7 分钟</p>
|
||||
<h2>导航、选择与变换</h2>
|
||||
<p class="course-summary">在三维视口旋转、平移、缩放;从大纲视图选择对象;用操作搜索找到桌面版同名命令。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>使用鼠标中键旋转、Shift+中键平移、滚轮缩放</li><li>在大纲视图选择活动对象</li><li>用 F3 搜索并执行操作</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>在 Layout 工作区,按住鼠标中键拖动旋转视角;Shift+中键平移;滚轮缩放。视口右上角的导航球可以恢复轴向视图。</p><figure><img src="steps/M02-layout.jpg" alt="导航、选择与变换 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M02 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>右侧大纲视图列出场景对象。单击一个对象即可设为活动对象;视口与属性面板会同步更新。</p><figure><img src="steps/M02-selection.jpg" alt="导航、选择与变换 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M02 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>按 F3 打开操作搜索,输入“移动”,可以看到与桌面 Blender 对齐的命令。选中命令后按提示在视口或属性中完成操作。</p><figure><img src="steps/M02-operator-search.jpg" alt="导航、选择与变换 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M02 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>练习:选中猴头,在属性面板把位置 Z 改为 0.5,再改回 0;观察视口和状态栏。</p><figure><img src="steps/M02-selection.jpg" alt="导航、选择与变换 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M02 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>属性面板的数值修改会进入原生 Main,并支持撤销。</li><li>不确定命令在哪时,优先用 F3 搜索,而不是猜菜单位置。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>删除、布尔等破坏性操作先在练习工程上做,并记住撤销按钮。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M03">
|
||||
<header>
|
||||
<p class="course-module-id">M03 · 基础 · 约 9 分钟</p>
|
||||
<h2>网格编辑建模</h2>
|
||||
<p class="course-summary">进入编辑模式,认识顶点/边/面选择,执行挤出、倒角、细分等常用网格操作。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>在物体模式与编辑模式之间切换</li><li>切换 1/2/3 选择模式</li><li>执行一次挤出或倒角并撤销</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>切换到 Modeling 工作区。左侧快捷栏提供 Add Cube、Add Monkey、Duplicate、Delete 等对象操作。</p><figure><img src="steps/M03-workspace.jpg" alt="网格编辑建模 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M03 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>点击左上角模式按钮(Object Mode),选择“编辑模式”。视口进入 Edit Mode,并显示网格元素。</p><figure><img src="steps/M03-edit-mode.jpg" alt="网格编辑建模 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M03 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>在视口上方选择 1 Vertex / 2 Edge / 3 Face,或使用工具栏按钮切换选择模式。点击 Select All 选中全部元素。</p><figure><img src="steps/M03-mesh-selection.jpg" alt="网格编辑建模 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M03 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>点击 EXTRUDE 或 BEVEL 执行一次操作;按撤销按钮恢复。注意状态栏是否显示命令已提交。</p><figure><img src="steps/M03-mesh-selection.jpg" alt="网格编辑建模 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M03 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>编辑模式的选择集保存在原生 Main,可以撤销。</li><li>面模式下才能执行 TRIANGULATE 和 RECALCULATE NORMALS。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>对高面数网格做全选挤出会明显变慢;课程使用 1225 顶点的猴头。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M04">
|
||||
<header>
|
||||
<p class="course-module-id">M04 · 基础 · 约 8 分钟</p>
|
||||
<h2>修改器 Bevel/Boolean/Mirror/Array</h2>
|
||||
<p class="course-summary">在属性面板查看并编辑修改器栈;理解修改器是非破坏性的,渲染和导出时才求值。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>找到修改器面板</li><li>添加/启用/应用一个修改器</li><li>理解修改器与网格编辑的区别</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>选中猴头,在 Layout 工作区查看右侧属性面板。向下滚动到 Modifiers 区域。</p><figure><img src="steps/M04-properties.jpg" alt="修改器 Bevel/Boolean/Mirror/Array 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M04 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>修改器会按顺序求值。点击添加修改器,选择 Bevel、Boolean、Mirror 或 Array;调整参数后视口立即更新。</p><figure><img src="steps/M04-modifier-stack.jpg" alt="修改器 Bevel/Boolean/Mirror/Array 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M04 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>练习:给猴头添加 Bevel,宽度设为 0.01;观察面数变化后撤销。</p><figure><img src="steps/M04-modifier-stack.jpg" alt="修改器 Bevel/Boolean/Mirror/Array 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M04 · 步骤 3</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>修改器栈顺序会影响结果,Boolean 通常放在最后。</li><li>应用修改器会改变网格数据;课程建议先保留修改器版本。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>Boolean 需要封闭网格;非流形网格可能出现破面。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M05">
|
||||
<header>
|
||||
<p class="course-module-id">M05 · 基础 · 约 10 分钟</p>
|
||||
<h2>材质与 Shader/PBR 资产库</h2>
|
||||
<p class="course-summary">在 Shading 工作区认识材质槽、节点编辑器和 RE 5000PBR 资产库;双击资产分配材质。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>切换 Shading 工作区</li><li>从资产库分配一个 PBR 材质</li><li>在材质属性中确认 Base Color 贴图</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>切换到 Shading 工作区。上方是 Shader Editor,右侧是材质属性,左下是 PBR 资产库。</p><figure><img src="steps/M05-shader-workspace.jpg" alt="材质与 Shader/PBR 资产库 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M05 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>在“资产来源”下拉框选择 library:re-pbr-v1,只显示六张 RE 材质卡片。单击只选中,双击才分配。</p><figure><img src="steps/M05-asset-library.jpg" alt="材质与 Shader/PBR 资产库 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M05 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>双击 black_tiles_wall。等待材质槽显示 material:black_tiles_wall,并确认材质球状态为 COMPILED。</p><figure><img src="steps/M05-asset-library.jpg" alt="材质与 Shader/PBR 资产库 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M05 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>在材质属性中检查 Base Color 图片;M07 会在这张图上手绘。</p><figure><img src="steps/M05-shader-workspace.jpg" alt="材质与 Shader/PBR 资产库 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M05 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>资产库缩略图加载需要时间,先等卡片出现再双击。</li><li>同一材质可以分配给多个对象;修改会影响所有使用者。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>库链接贴图不能直接被纹理绘制修改;M07 会导入本地派生的 PNG。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M06">
|
||||
<header>
|
||||
<p class="course-module-id">M06 · 进阶 · 约 8 分钟</p>
|
||||
<h2>UV 展开与贴图准备</h2>
|
||||
<p class="course-summary">在 UV Editing 工作区进入编辑模式,全选 UV、执行展开并提交;保存重开后 UV 仍然存在。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>在 ?ui=web 下找到可写 UV 区域</li><li>全选并展开 UV</li><li>保存到 OPFS 后重开确认 UV 未丢失</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>切换到 UV Editing 工作区。左侧是原生 UV 编辑器,右侧是三维视口。桌面 Blender 要求网格处于编辑模式,本课程也显式进入编辑模式。</p><figure><img src="steps/M06-uv-workspace.jpg" alt="UV 展开与贴图准备 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M06 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>点击“全选 UV”,等待 UV 编辑器显示“UV 选择已提交”。橙色点是选中的 UV。</p><figure><img src="steps/M06-uv-workspace.jpg" alt="UV 展开与贴图准备 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M06 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>点击“展开所选 UV”,等待显示“展开 UV已提交”。视口和 UV 布局会更新。</p><figure><img src="steps/M06-unwrap.jpg" alt="UV 展开与贴图准备 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M06 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>点击顶栏“保存项目”写入 OPFS,然后从最近项目重新打开;UV 控件和选择仍然存在。</p><figure><img src="steps/M06-unwrap.jpg" alt="UV 展开与贴图准备 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M06 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>展开前先标记缝合线,能得到更整齐的 UV 岛。</li><li>课程只使用角度展开;其他方法在 UV 控件中也有入口。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>UV 操作需要可写原生 UV 区域;如果提示未提交,先确认已进入编辑模式。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M07">
|
||||
<header>
|
||||
<p class="course-module-id">M07 · 进阶 · 约 10 分钟</p>
|
||||
<h2>Texture Paint 手绘贴图</h2>
|
||||
<p class="course-summary">导入本地 Base Color 贴图,在 Texture Paint 工作区用画笔绘制一条笔画,一次提交并撤销。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>给猴头分配带贴图的材质</li><li>选择图像并调整画笔颜色/大小/强度</li><li>绘制、撤销、保存重开</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>按 M05 分配 black_tiles_wall,并在材质属性中导入课程图片 re-texture-base.png,设为 Base Color 的“材质图片”。</p><figure><img src="steps/M07-texture-paint.jpg" alt="Texture Paint 手绘贴图 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M07 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>切换到 Texture Paint 工作区。顶部选择纹理图像,左侧是图像画布,下面是绘制/擦除、颜色、大小、强度。</p><figure><img src="steps/M07-texture-paint.jpg" alt="Texture Paint 手绘贴图 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M07 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>在画布上按住左键拖动,画出一条白色笔画。松开后显示“笔画已提交”,并增加一个 Main revision。</p><figure><img src="steps/M07-painted-stroke.jpg" alt="Texture Paint 手绘贴图 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M07 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>点击“撤销笔画”恢复原图;再点“重做笔画”。保存到 OPFS 后重开,笔画仍在。</p><figure><img src="steps/M07-painted-stroke.jpg" alt="Texture Paint 手绘贴图 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M07 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>一次指针笔画只提交一次,避免每个采样点都写 Main。</li><li>图像越大,单次提交的 PNG 编码越慢;课程使用 1024×1024。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>库链接图像会被原生拒绝(cannot modify linked library images);请先导入本地图片。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M08">
|
||||
<header>
|
||||
<p class="course-module-id">M08 · 进阶 · 约 12 分钟</p>
|
||||
<h2>灯光、相机与 PBR 渲染</h2>
|
||||
<p class="course-summary">在 Rendering 工作区设置相机、分辨率、曝光与位移,执行显卡 PBR 渲染。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>设置 1024×1024 场景相机渲染</li><li>理解最终材质视图与教学曝光</li><li>执行渲染并拿到结果</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>切换到 Rendering 工作区。左侧是渲染结果视口,下方是 PBR 渲染练习面板,右侧是场景属性。</p><figure><img src="steps/M08-render-workspace.jpg" alt="灯光、相机与 PBR 渲染 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M08 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>视角预设选择“场景相机对齐”,分辨率 1024×1024,视图“最终材质”,教学曝光 0 EV,位移强度 1×。</p><figure><img src="steps/M08-pbr-panel.jpg" alt="灯光、相机与 PBR 渲染 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M08 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>点击“渲染 PBR”。面板会等待纹理与环境贴图就绪,然后用 GPU 输出成片。</p><figure><img src="steps/M08-pbr-panel.jpg" alt="灯光、相机与 PBR 渲染 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M08 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>结果出现后,可在诊断视图切换 Base Color、Normal、Roughness 检查材质。</p><figure><img src="steps/M09-render-result.jpg" alt="灯光、相机与 PBR 渲染 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M08 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>深色材质只看整体亮度容易误判,切到 Base Color 更可靠。</li><li>完整操作录像见本页顶部“渲染专课”。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>渲染依赖硬件 WebGL;SwiftShader 回退会失败并明确报错。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M09">
|
||||
<header>
|
||||
<p class="course-module-id">M09 · 进阶 · 约 8 分钟</p>
|
||||
<h2>渲染结果、诊断与 GLB 导出</h2>
|
||||
<p class="course-summary">检查渲染结果尺寸与耗时,下载 PNG,导出 GLB,并核对保存状态。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>确认渲染结果 1024×1024</li><li>下载 PNG</li><li>导出 GLB 并保存 OPFS</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>渲染完成后,结果视口底部显示分辨率、字节数和 OPFS 引用。确认是 1024×1024。</p><figure><img src="steps/M09-render-result.jpg" alt="渲染结果、诊断与 GLB 导出 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M09 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>点击“下载 PNG”保存本地成片;这是显式手动下载。</p><figure><img src="steps/M09-render-result.jpg" alt="渲染结果、诊断与 GLB 导出 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M09 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>点击顶栏“导出 GLB”导出当前场景;导出前确认对象数和活动对象。</p><figure><img src="steps/M09-render-result.jpg" alt="渲染结果、诊断与 GLB 导出 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M09 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>点击“保存项目”写入 OPFS;重新打开最近项目,确认材质和相机仍在。</p><figure><img src="steps/M09-render-result.jpg" alt="渲染结果、诊断与 GLB 导出 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M09 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>渲染耗时受分辨率、贴图大小和显卡影响。</li><li>诊断报告按钮会记录失败阶段,便于定位。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>导出 GLB 不会包含未打包的外部资源;课程资产已打包。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M10">
|
||||
<header>
|
||||
<p class="course-module-id">M10 · 基础 · 约 8 分钟</p>
|
||||
<h2>时间线与关键帧动画</h2>
|
||||
<p class="course-summary">在 Animation 工作区跳帧、插入位置关键帧、播放并保存动作。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>切换 Animation 工作区</li><li>在指定帧插入位置关键帧</li><li>播放并确认关键帧出现在 Dope Sheet</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>切换到 Animation 工作区。底部是时间线、Dope Sheet 和 NLA 编辑区。</p><figure><img src="steps/M10-animation-workspace.jpg" alt="时间线与关键帧动画 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M10 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>把当前帧改为 12,选中猴头,点击“插入位置关键帧”(按钮 Loc)。</p><figure><img src="steps/M10-keyframe.jpg" alt="时间线与关键帧动画 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M10 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>再跳到第 48 帧,移动对象后插入第二个位置关键帧;点击播放观察插值。</p><figure><img src="steps/M10-keyframe.jpg" alt="时间线与关键帧动画 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M10 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>保存到 OPFS 后重开,Dope Sheet 中仍能看到关键帧。</p><figure><img src="steps/M10-keyframe.jpg" alt="时间线与关键帧动画 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M10 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>Loc/Rot/Scale 分别插入位置、旋转和缩放关键帧。</li><li>删除关键帧只删除当前帧的对应通道。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>动画工作区右上角的 Camera Perspective 是布局示意;完整相机视图在 Layout 工作区。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M11">
|
||||
<header>
|
||||
<p class="course-module-id">M11 · 进阶 · 约 12 分钟</p>
|
||||
<h2>Compositor 合成节点</h2>
|
||||
<p class="course-summary">在 Compositing 工作区创建 RGB 与 Exposure 节点,连线到 Composite,执行并查看合成结果。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>添加节点并拖拽连线</li><li>编辑节点属性</li><li>执行合成并提交到原生 Main</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>切换到 Compositing 工作区。画布默认有一个 Composite 输出节点,右侧是属性检查器和结果预览。</p><figure><img src="steps/M11-compositor.jpg" alt="Compositor 合成节点 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M11 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>在“添加节点类型”中选择 RGB 颜色,点击“添加节点”;再添加曝光 Exposure。</p><figure><img src="steps/M11-nodes-added.jpg" alt="Compositor 合成节点 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M11 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>从 RGB 的输出端口拖到 Exposure 的输入端口;再从 Exposure 拖到 Composite 的 Image 输入。</p><figure><img src="steps/M11-nodes-added.jpg" alt="Compositor 合成节点 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M11 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>选中 Exposure,把曝光改为 1.5;点击“执行合成”,右侧预览会显示提亮后的颜色。</p><figure><img src="steps/M11-executed.jpg" alt="Compositor 合成节点 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M11 · 步骤 4</figcaption></figure></li>
|
||||
<li><p>点击“提交图”写入原生 CompositorNodeTree;保存 OPFS 后重开,节点、连线、位置和属性都保留。</p><figure><img src="steps/M11-executed.jpg" alt="Compositor 合成节点 第 5 步截图" loading="lazy" width="1600" height="900" /><figcaption>M11 · 步骤 5</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>Blur、Mix、Alpha Over、Transform 也在同一画布中;Mix 需要 A/B 两路输入。</li><li>Viewer 节点会显示在当前阶段的结果。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>IMAGE/RENDER_LAYER 节点可以本地求值,但暂不写入 Main;保存前请移除或替换为 RGB。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M12">
|
||||
<header>
|
||||
<p class="course-module-id">M12 · 进阶 · 约 12 分钟</p>
|
||||
<h2>Geometry Nodes 程序化建模</h2>
|
||||
<p class="course-summary">在 Geometry Nodes 工作区添加 Transform 节点,与 Group Input 连线并提交,观察几何更新。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>读取当前网格的 Geometry Nodes 图</li><li>添加节点并连线</li><li>提交图并保存重开</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>选中猴头,切换到 Geometry Nodes 工作区。上方是节点画布,右侧是节点检查器,下方是 Spreadsheet。</p><figure><img src="steps/M12-geometry-nodes.jpg" alt="Geometry Nodes 程序化建模 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M12 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>在“添加节点类型”中选择 GeometryNodeTransform,点击“添加节点”。画布出现新节点。</p><figure><img src="steps/M12-node-added.jpg" alt="Geometry Nodes 程序化建模 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M12 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>从 Group Input 的 Geometry 端口拖到 Transform 的 Geometry 输入;再把 Transform 输出连到 Group Output。</p><figure><img src="steps/M12-node-added.jpg" alt="Geometry Nodes 程序化建模 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M12 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>在检查器修改平移/缩放默认值,点击“提交图”。网格随修改器更新,版本号增加。</p><figure><img src="steps/M12-node-added.jpg" alt="Geometry Nodes 程序化建模 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M12 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>课程只使用 allowlist 中的 16 类节点,避免构造无法执行的图。</li><li>提交失败时,检查器会显示具体节点或 socket 错误。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>节点位置目前只在当前会话保存;保存重开保留节点和连线,但可能重置布局。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M13">
|
||||
<header>
|
||||
<p class="course-module-id">M13 · 进阶 · 约 8 分钟</p>
|
||||
<h2>Spreadsheet 数据检查</h2>
|
||||
<p class="course-summary">用 Spreadsheet 只读表查看对象、顶点、边、面、UV 与几何属性;过滤、列显示/重排并导出 CSV。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>切换数据源</li><li>过滤顶点并隐藏列</li><li>导出 CSV 且不修改场景</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>在 Geometry Nodes 工作区下方打开 Spreadsheet。默认显示对象表:名称、类型、数据、可见性、位置。</p><figure><img src="steps/M13-objects.jpg" alt="Spreadsheet 数据检查 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M13 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>把数据源切到“顶点 Vertices”,可以看到 Position X/Y/Z 和 Normal 列。</p><figure><img src="steps/M13-vertices.jpg" alt="Spreadsheet 数据检查 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M13 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>在过滤框输入 0.5,只剩包含该值的行;在“列”面板隐藏 index 或调整列顺序。</p><figure><img src="steps/M13-filtered.jpg" alt="Spreadsheet 数据检查 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M13 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>点击“导出 CSV”手动下载当前可见列。Spreadsheet 是只读的,不会产生 Main revision。</p><figure><img src="steps/M13-filtered.jpg" alt="Spreadsheet 数据检查 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M13 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>顶点/边/面/UV 读取当前网格缓冲;属性表列出 position、normal、UVMap 等。</li><li>单表最多 50,000 行,超出会在脚注提示。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>Spreadsheet 不读取 GN 修改器求值后的属性域;它显示当前网格缓冲。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M14">
|
||||
<header>
|
||||
<p class="course-module-id">M14 · 基础 · 约 8 分钟</p>
|
||||
<h2>保存、重开与异常恢复</h2>
|
||||
<p class="course-summary">使用 OPFS 保存与最近项目恢复;理解恢复检查点、错误提示和手动下载的边界。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>保存到 OPFS 并确认 SUCCEEDED</li><li>从最近项目重开</li><li>需要本地副本时手动下载</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>点击顶栏“保存项目”。状态栏显示 data-user-action-save-status=SUCCEEDED,表示已写入 OPFS。</p><figure><img src="steps/M14-opfs-save.jpg" alt="保存、重开与异常恢复 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M14 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>刷新页面。最近项目下拉框出现刚才的工程;选择它并确认“不保存,继续”。</p><figure><img src="steps/M14-reopen.jpg" alt="保存、重开与异常恢复 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M14 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>重开后检查对象数、活动对象、材质槽、UV 选择和渲染结果是否仍在。</p><figure><img src="steps/M14-reopen.jpg" alt="保存、重开与异常恢复 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M14 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>如需本地文件,单独点击“下载 .blend”;不要把自动下载当作保存流程的一部分。</p><figure><img src="steps/M14-opfs-save.jpg" alt="保存、重开与异常恢复 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M14 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>恢复失败时,页面会显示错误阶段;先导出诊断报告再重试。</li><li>OPFS 数据与浏览器配置绑定,清理站点数据会删除工程。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>关闭浏览器前确认保存状态;未保存的编辑只在当前会话和恢复检查点中。</li></ul></div>
|
||||
</article>
|
||||
<article class="course-module" id="M15">
|
||||
<header>
|
||||
<p class="course-module-id">M15 · 进阶 · 约 7 分钟</p>
|
||||
<h2>脚本、支持矩阵与能力边界</h2>
|
||||
<p class="course-summary">在 Scripting 工作区查看文本编辑器、Python 控制台、Info 与操作历史;了解已支持与延期的能力。</p>
|
||||
</header>
|
||||
<div class="course-objectives"><h3>本模块目标</h3><ul><li>打开 Scripting 工作区</li><li>找到 Python 控制台和 Info</li><li>识别课程未覆盖的限制</li></ul></div>
|
||||
<ol class="course-steps">
|
||||
<li><p>切换到 Scripting 工作区。上方是文本编辑器,下方左侧是 Python 控制台,右侧是 Info 操作日志。</p><figure><img src="steps/M15-scripting.jpg" alt="脚本、支持矩阵与能力边界 第 1 步截图" loading="lazy" width="1600" height="900" /><figcaption>M15 · 步骤 1</figcaption></figure></li>
|
||||
<li><p>Python 控制台在本机原生会话中执行;Web 会话是否可用取决于当前运行模式。</p><figure><img src="steps/M15-console.jpg" alt="脚本、支持矩阵与能力边界 第 2 步截图" loading="lazy" width="1600" height="900" /><figcaption>M15 · 步骤 2</figcaption></figure></li>
|
||||
<li><p>Info 区域显示最近命令;失败命令会给出错误码和阶段,便于定位。</p><figure><img src="steps/M15-console.jpg" alt="脚本、支持矩阵与能力边界 第 3 步截图" loading="lazy" width="1600" height="900" /><figcaption>M15 · 步骤 3</figcaption></figure></li>
|
||||
<li><p>已知限制:多区域 split/join、完整 Driver 编辑器、完整节点/画笔目录、生产级 UDIM/4K 纹理绘制尚未完成。</p><figure><img src="steps/M15-scripting.jpg" alt="脚本、支持矩阵与能力边界 第 4 步截图" loading="lazy" width="1600" height="900" /><figcaption>M15 · 步骤 4</figcaption></figure></li>
|
||||
</ol>
|
||||
<div class="course-callout course-tips"><h3>提示</h3><ul><li>支持矩阵与最新进度见 docs/status/WEB_BLENDER_FULL_COURSE_20261113.md。</li><li>课程不宣称完整 Blender parity。</li></ul></div>
|
||||
<div class="course-callout course-warnings"><h3>注意</h3><ul><li>脚本可修改 Main;执行前先保存到 OPFS 并保留撤销点。</li></ul></div>
|
||||
</article>
|
||||
<footer class="course-footer">
|
||||
<p>课程截图来自本机有头 Chromium + RTX 4060 的实际操作。功能边界与最新进度见 docs/status/WEB_BLENDER_FULL_COURSE_20261113.md。</p>
|
||||
<p><a href="/">返回 Web Blender</a></p>
|
||||
</footer>
|
||||
</main>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
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WEBVTT
|
||||
|
||||
00:00:01.998 --> 00:00:19.398
|
||||
开场:这几块编辑器现在能做什么:这一课把四块新增的编辑器连起来用一遍:UV 展开、纹理绘制、Compositor 合成、Geometry Nodes 与 Spreadsheet 数据检查。所有保存都用浏览器 OPFS,需要本地文件时再手动下载。
|
||||
|
||||
00:00:23.407 --> 00:00:32.983
|
||||
打开练习工程:先打开课程摄影棚,再追加猴头 GLB。状态栏从六个对象变成七个,活动对象是 Suzanne。
|
||||
|
||||
00:00:36.989 --> 00:00:56.333
|
||||
UV 展开:切到 UV Editing 工作区。桌面 Blender 的 UV 编辑器要求网格处于编辑模式,所以我们显式进入编辑模式。点击全选 UV,等待选择提交,再点击展开所选 UV。橙色点变成展开后的 UV 岛。
|
||||
|
||||
00:01:00.334 --> 00:01:19.654
|
||||
纹理绘制:回到 Shading 工作区,从 RE 资产库双击砖墙材质,再导入本地贴图作为材质图片。切到 Texture Paint,选择这张图,在画布上画一条白色笔画。松开鼠标后笔画提交,一次笔画只增加一个版本。
|
||||
|
||||
00:01:23.658 --> 00:01:45.138
|
||||
Compositor 合成:切到 Compositing。画布默认有一个 Composite 输出。添加 RGB 颜色和曝光节点,把 RGB 连到曝光,再把曝光连到 Composite。把曝光改成一点五,点击执行合成,右侧预览变亮。点击提交图,节点图写入原生 Main。
|
||||
|
||||
00:01:49.142 --> 00:02:03.566
|
||||
Geometry Nodes:选中猴头,切到 Geometry Nodes。添加 Transform 节点,从 Group Input 连到 Transform,再从 Transform 连到 Group Output。点击提交图,网格随修改器更新。
|
||||
|
||||
00:02:07.573 --> 00:02:24.805
|
||||
Spreadsheet 数据检查:在同一个工作区下方的 Spreadsheet 里,把数据源切到顶点,可以看到位置和法线列。输入过滤值,只留下匹配的行;列面板可以隐藏或重排列。Spreadsheet 是只读的,不会修改场景。
|
||||
|
||||
00:02:28.807 --> 00:02:48.799
|
||||
保存到 OPFS 并重开:点击顶栏保存项目,工程写入浏览器 OPFS。刷新页面,从最近项目重新打开。UV、纹理笔画、合成节点和 Geometry Nodes 图都还在。需要本地 .blend 时,再单独点击下载 .blend。
|
||||
|
||||
00:02:52.802 --> 00:03:11.882
|
||||
总结与边界:这四块编辑器已经可以完成入门工作流。明确边界:纹理绘制目前是最小二维画笔,合成器只覆盖常用节点,Geometry Nodes 只使用允许列表,Spreadsheet 只读。完整清单和限制写在课程第十五模块。
|
||||
@@ -1260,7 +1260,7 @@ function WorkspaceEditorSurface({ editor, snapshot, engineStatus, onOpen, onSear
|
||||
if (editor === "Info") {
|
||||
return <div className="workspace-editor-surface info-surface"><div className="surface-menubar"><strong>{EDITOR_ICONS[editor]} Info</strong><span>View</span></div><output>{engineStatus}</output><output>Scene: {activeSceneFromSnapshot(snapshot)?.name ?? "Scene"}</output></div>;
|
||||
}
|
||||
return <div className="workspace-editor-surface camera-preview-surface"><span>Camera Perspective</span><div className="camera-frame"><span>{activeNode?.name ?? "Cube"}</span></div></div>;
|
||||
return <div className="workspace-editor-surface camera-preview-surface"><span>Camera Perspective · 预览</span><div className="camera-frame"><span>{activeNode?.name ?? "Cube"}</span></div><small>动画工作区示意;完整相机视图请在 Layout 工作区查看。</small></div>;
|
||||
}
|
||||
|
||||
interface MeshEditSelection {
|
||||
|
||||
@@ -38,7 +38,7 @@ export function TutorialLanding({ course }: { course: TutorialCourse }) {
|
||||
return <main className="parts-tutorial-landing" data-course={course.id}>
|
||||
<header className="parts-landing-top">
|
||||
<a className="parts-landing-brand" href="/" aria-label="返回 Web Blender"><span className="brand-mark" aria-hidden="true"><span className="brand-orbit" /></span><span>Blender Web</span></a>
|
||||
<nav aria-label="教程导航"><a href="/manuals/WEB_Blender_Function_User_Guide.pdf" target="_blank" rel="noopener">使用手册</a>{course.lessonUrl ? <a href={course.lessonUrl} target="_blank" rel="noopener">渲染图文/视频教案</a> : null}<a href="/" className="parts-landing-return">直接打开 Blender</a></nav>
|
||||
<nav aria-label="教程导航"><a href="/manuals/WEB_Blender_Function_User_Guide.pdf" target="_blank" rel="noopener">使用手册</a><a href="/tutorial/full/index.html" target="_blank" rel="noopener">全站入门课程</a>{course.lessonUrl ? <a href={course.lessonUrl} target="_blank" rel="noopener">渲染图文/视频教案</a> : null}<a href="/" className="parts-landing-return">直接打开 Blender</a></nav>
|
||||
</header>
|
||||
<section className="parts-landing-hero">
|
||||
<div>
|
||||
|
||||