<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[iesoxj的博客]]></title><description><![CDATA[]]></description><link>https://blog.csdn.net/iesoxj</link><language>zh-cn</language><generator>https://blog.csdn.net/</generator><copyright><![CDATA[Copyright &copy; iesoxj]]></copyright><item><title><![CDATA[PS, Maya, UE 三端贴图对齐]]></title><link>https://blog.csdn.net/iesoxj/article/details/155969301</link><guid>https://blog.csdn.net/iesoxj/article/details/155969301</guid><author>iesoxj</author><pubDate>Tue, 16 Dec 2025 10:35:51 +0800</pubDate><description><![CDATA[在图层最上面添加两个调整图层 ，OpenColorIO变换使用来转换色彩空间 ， 曲线使用来微调。在绘制过程中关闭调整图层， 保存是打开。]]></description><category></category></item><item><title><![CDATA[ue5 mesh paint]]></title><link>https://blog.csdn.net/iesoxj/article/details/155304549</link><guid>https://blog.csdn.net/iesoxj/article/details/155304549</guid><author>iesoxj</author><pubDate>Thu, 27 Nov 2025 11:08:23 +0800</pubDate><description><![CDATA[同时修改 模型的细节面板的Overridden . . ..  Coordinate Index , 以及 材质面板里贴图里的UV。在模型的细节面板 ，找到网格体绘制 - 高级 - Overridden Mesh PaintTexture Resolution。确保 工程设置里的 Virtual Texture 是启用的。确保插件里的Mesh Painting 是启用的。// 获取模型的 MeshPaint 的UV。// MeshPaint 画的贴图。// 如果启用MeshPaint时。]]></description><category></category></item><item><title><![CDATA[UE 屏幕空间点阵]]></title><link>https://blog.csdn.net/iesoxj/article/details/148411092</link><guid>https://blog.csdn.net/iesoxj/article/details/148411092</guid><author>iesoxj</author><pubDate>Tue, 03 Jun 2025 22:05:43 +0800</pubDate><description><![CDATA[UE 屏幕空间点阵]]></description><category></category></item><item><title><![CDATA[使用Shader修改模型FOV]]></title><link>https://blog.csdn.net/iesoxj/article/details/138225535</link><guid>https://blog.csdn.net/iesoxj/article/details/138225535</guid><author>iesoxj</author><pubDate>Fri, 26 Apr 2024 17:34:56 +0800</pubDate><description><![CDATA[使用shader修改模型FOV]]></description><category></category></item><item><title><![CDATA[2D向量转角度]]></title><link>https://blog.csdn.net/iesoxj/article/details/136805374</link><guid>https://blog.csdn.net/iesoxj/article/details/136805374</guid><author>iesoxj</author><pubDate>Mon, 18 Mar 2024 12:23:27 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[maxscript快速导出FBX]]></title><link>https://blog.csdn.net/iesoxj/article/details/136464142</link><guid>https://blog.csdn.net/iesoxj/article/details/136464142</guid><author>iesoxj</author><pubDate>Mon, 04 Mar 2024 21:51:27 +0800</pubDate><description><![CDATA[快速导出FBX]]></description><category></category></item><item><title><![CDATA[UE 顶点动画工具 (VAT)]]></title><link>https://blog.csdn.net/iesoxj/article/details/135131646</link><guid>https://blog.csdn.net/iesoxj/article/details/135131646</guid><author>iesoxj</author><pubDate>Tue, 16 Jan 2024 11:00:26 +0800</pubDate><description><![CDATA[导入模型需要勾选全精度UV。]]></description><category></category></item><item><title><![CDATA[UE蓝图 里的函数，编辑模式在Sequence里执行]]></title><link>https://blog.csdn.net/iesoxj/article/details/134864150</link><guid>https://blog.csdn.net/iesoxj/article/details/134864150</guid><author>iesoxj</author><pubDate>Thu, 07 Dec 2023 20:22:46 +0800</pubDate><description><![CDATA[UE蓝图 里的函数，编辑模式在Sequence里执行]]></description><category></category></item><item><title><![CDATA[Maya Mel - 从选中的物体里选择30%的物体]]></title><link>https://blog.csdn.net/iesoxj/article/details/133766551</link><guid>https://blog.csdn.net/iesoxj/article/details/133766551</guid><author>iesoxj</author><pubDate>Wed, 11 Oct 2023 12:43:16 +0800</pubDate><description><![CDATA[从选中的物体里选择30%的物体]]></description><category></category></item><item><title><![CDATA[UE MeidiaPlayer 播放视频/序列帧动画]]></title><link>https://blog.csdn.net/iesoxj/article/details/133090387</link><guid>https://blog.csdn.net/iesoxj/article/details/133090387</guid><author>iesoxj</author><pubDate>Wed, 20 Sep 2023 17:38:18 +0800</pubDate><description><![CDATA[UE 导入视频序列帧动画]]></description><category></category></item><item><title><![CDATA[RenderDoc 导出Cubemap到UE]]></title><link>https://blog.csdn.net/iesoxj/article/details/132341918</link><guid>https://blog.csdn.net/iesoxj/article/details/132341918</guid><author>iesoxj</author><pubDate>Thu, 17 Aug 2023 15:35:07 +0800</pubDate><description><![CDATA[RenderDoc 导出Cubemap到UE]]></description><category></category></item><item><title><![CDATA[3ds max 烘培世界坐标到贴图/顶点色]]></title><link>https://blog.csdn.net/iesoxj/article/details/131977982</link><guid>https://blog.csdn.net/iesoxj/article/details/131977982</guid><author>iesoxj</author><pubDate>Fri, 28 Jul 2023 13:19:02 +0800</pubDate><description><![CDATA[3ds max 烘培世界坐标到贴图/顶点色]]></description><category></category></item><item><title><![CDATA[UE 透明渲染次序]]></title><link>https://blog.csdn.net/iesoxj/article/details/131956001</link><guid>https://blog.csdn.net/iesoxj/article/details/131956001</guid><author>iesoxj</author><pubDate>Thu, 27 Jul 2023 11:18:27 +0800</pubDate><description><![CDATA[UE 透明渲染次序]]></description><category></category></item><item><title><![CDATA[UE UV2SmoothNormal]]></title><link>https://blog.csdn.net/iesoxj/article/details/131921654</link><guid>https://blog.csdn.net/iesoxj/article/details/131921654</guid><author>iesoxj</author><pubDate>Tue, 25 Jul 2023 16:49:42 +0800</pubDate><description><![CDATA[UE UV2SmoothNormal]]></description><category></category></item><item><title><![CDATA[UE 导入ABC 精度低的问题]]></title><link>https://blog.csdn.net/iesoxj/article/details/131685546</link><guid>https://blog.csdn.net/iesoxj/article/details/131685546</guid><author>iesoxj</author><pubDate>Wed, 12 Jul 2023 16:48:22 +0800</pubDate><description><![CDATA[UE 导入ABC 精度低的问题]]></description><category></category></item><item><title><![CDATA[UE Flowmap]]></title><link>https://blog.csdn.net/iesoxj/article/details/131419985</link><guid>https://blog.csdn.net/iesoxj/article/details/131419985</guid><author>iesoxj</author><pubDate>Tue, 27 Jun 2023 16:25:59 +0800</pubDate><description><![CDATA[UE Flowmap]]></description><category></category></item><item><title><![CDATA[Blender Cycles渲染器下的卡通材质]]></title><link>https://blog.csdn.net/iesoxj/article/details/131229495</link><guid>https://blog.csdn.net/iesoxj/article/details/131229495</guid><author>iesoxj</author><pubDate>Thu, 15 Jun 2023 15:46:49 +0800</pubDate><description><![CDATA[勾边材质。]]></description><category></category></item><item><title><![CDATA[Git 拉取指定分支]]></title><link>https://blog.csdn.net/iesoxj/article/details/131099724</link><guid>https://blog.csdn.net/iesoxj/article/details/131099724</guid><author>iesoxj</author><pubDate>Thu, 08 Jun 2023 07:50:23 +0800</pubDate><description><![CDATA[Git 拉取指定分支]]></description><category></category></item><item><title><![CDATA[Git 配置 ssh密钥]]></title><link>https://blog.csdn.net/iesoxj/article/details/131077827</link><guid>https://blog.csdn.net/iesoxj/article/details/131077827</guid><author>iesoxj</author><pubDate>Tue, 06 Jun 2023 23:01:57 +0800</pubDate><description><![CDATA[Git 配置 ssh密钥]]></description><category></category></item><item><title><![CDATA[UE蓝图- 使用EditorUtilityActor修改材质参数]]></title><link>https://blog.csdn.net/iesoxj/article/details/131008532</link><guid>https://blog.csdn.net/iesoxj/article/details/131008532</guid><author>iesoxj</author><pubDate>Fri, 02 Jun 2023 15:48:47 +0800</pubDate><description><![CDATA[在蓝图里就可以直接修改实际的材质参数了。]]></description><category></category></item></channel></rss>