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Under the Hood:材质系统改进

原文:Under the Hood: Improved Material System · SCS Software 官方博客 · 2026-07-24
本文为逐段对照翻译:中文译文在上,其下方灰色区块为英文原文。文中图片已转存到本站。


在 1.60 更新中,我们为《欧洲卡车模拟2》和《美国卡车模拟》的部分精选卡车引入了改进的材质系统。今天,我们就带你走到幕后,看看这项功能是如何诞生的!

In the 1.60 update, we have introduced the Improved Material System for selected trucks for both Euro Truck Simulator 2 and American Truck Simulator. And today, we bring you a look behind the scenes at how this feature came to life!

Under the Hood:材质系统改进

负责这项功能的主要是两位同事 Daniel 和 Martin,他们过去和现在都在为两款游戏中的卡车实现这套系统,同时也在为《美国卡车模拟》即将推出的 Road Trip 项目中的轿车实现它。

The two main people working on this feature are our colleagues Daniel and Martin, who were and still are implementing the system for trucks in both games, and also for cars in the upcoming Road Trip project for American Truck Simulator.

Daniel — 车辆技术负责人

Daniel - Vehicle Technical Leader

Daniel — 车辆技术负责人

“我在 SCS Software 已经工作超过十三年。最初我是一名 3D 通才,后来担任 3D 车辆美术师和车辆团队负责人。如今,我的职位是车辆技术负责人。

"I've been working at SCS Software for over thirteen years. I started as a 3D Generalist, then worked as a 3D Vehicle Artist and Vehicle Team Lead. Today, my role is the Vehicle Technical Leader.

我的工作是在开发的图形层面与技术层面之间架起桥梁。我与程序员协作,把车辆功能实现到引擎中,同时帮助美术师建立高效的工作流程。此外,我也会设计新工具并推动技术改进。

My work bridges the gap between the graphical and technical aspects of development. I collaborate with programmers to implement vehicle features into the engine, while also helping artists establish efficient workflows. I also design new tools and technical improvements.

在改进的材质系统上,我的任务是找出问题、提出解决方案,并与程序员协作把它实现到引擎中。接着,我们需要为车辆团队建立一套实用的工作流程,让这套系统能够一致地应用到其他车辆上。程序员在引擎和着色器中搭建了必要的支持,图形设计师随后为具体卡车转换并微调材质。”

My task on the improved material system was to identify the problem, propose a solution, and collaborate with programmers on its implementation into the engine. Next, we needed to set up a practical workflow for the vehicle team so that the system could be used consistently across other vehicles. The programmers created the necessary support in the engine and shaders. The graphic designers then converted and fine-tuned the materials for specific trucks."

Martin — 高级 3D 图形设计师

Martin - Senior 3D Graphic Designer

Martin — 高级 3D 图形设计师

“我是一名高级 3D 图形设计师,专注于车辆。我也曾担任 Road Trip 项目的内容负责人。我参与了车辆及其具体型号版本的挑选,负责调研与前期制作,提供专家咨询,随后参与车辆的实际制作。我还协助 Dan 微调材质系统的改动。

"I work as a Senior 3D Graphic Designer specializing in vehicles. I also worked as Head of Content for the Road Trip project. I participated in selecting the vehicles and their specific variants, handled research and pre-production, provided expert consultation, and subsequently worked on the actual creation of the vehicles. I also helped Dan fine-tune changes to the material system.

轿车一直是我的长久热爱,尤其是跑车和经典车——特别是美国车。正因如此,我能把自己在美国汽车文化、历史以及各个车型技术发展方面的经验与知识带进这个项目。

Cars have been a long-standing passion of mine, especially sports cars and classic cars - particularly American ones. Thanks to this, I was able to bring my own experience and knowledge of American automotive culture, history, and the technical development of individual models to the project.

我的主要任务是 1967 款福特 Mustang,以及与之相关的全部视觉与内容准备工作。我参与了具体车辆及其型号版本的选择、开展调研、收集参考素材、在数据采集阶段提供咨询,以及模型和材质的实际制作。

My main task was the 1967 Ford Mustang and everything related to its visual and content preparation. I was involved in selecting the specific car and its variant, conducting research, gathering references, consulting during data collection, and the actual creation of the model and materials.

在新材质系统的开发过程中,我准备并微调了 Mustang 上的各个表面。我和 Dan 一起用这台车来验证新技术方案在实际中的表现,以及哪些数值能带来最准确的结果。”

During the development of the new material system, I prepared and fine-tuned the individual surfaces on the Mustang. Together with Dan, we used this car to verify how the new technical solution behaved in practice and which values provided the most accurate results."

这个项目是如何开始的?

How did this project start?

“开发是在我们制作 Road Trip 项目时开始的。轿车的车厢比卡车更小、更暗,所以原有系统的缺陷在轿车里更加明显。

"Development began while we were working on the Road Trip project. The interiors of passenger cars are smaller and darker than those of trucks, so the shortcomings of the original system were more noticeable in them.

改进的材质系统——轿车车厢光照对比

改进的材质系统——轿车车厢光照对比

除了直射光之外,原有系统无法在车厢内渲染光照。在现实世界里,视觉效果有很大一部分来自所谓的间接光,也就是反射光(GI)。然而,游戏此前完全没有采用这一概念,也不是按它来设计的。我们知道必须想办法改变这一点。

Aside from direct light, the original system had no way to render light within the interiors. In the real world, a large portion of the visuals consists of so-called indirect, or reflected light (GI). However, the game did not work with this concept at all and was not designed for it. We knew we needed to change this somehow.

第二个问题是,卡车车厢里包含许多不同的材质,例如织物、皮革、塑料、喷漆表面、金属和玻璃。原有系统无法准确地渲染它们,尤其是在间接光照下;一切看起来都非常平淡。

The second problem was that the interiors of the trucks contain many different materials, such as fabric, leather, plastic, painted surfaces, metal, and glass. The original system was unable to render them accurately, especially under indirect lighting; everything looked very flat.

改进的材质系统——车厢材质表现对比

改进的材质系统——车厢材质表现对比

改进的材质系统——车厢材质表现对比

“Road Trip 为我们提供了一个合适且相对独立的开发与测试环境。不过从一开始,我们就按同样能用于卡车来设计这套系统。”Daniel 说。

"Road Trip provided us with a suitable, isolated environment for development and testing. From the start, however, we designed the system so that it could also be used for trucks," says Daniel.

在真正开始实现改进后的系统之前,你们必须做哪些准备?

What did you have to do before actually starting to implement the improved system?

“我们需要通过大量调研,详细梳理真实车辆及其内饰所用的材质。我研究了杂志、照片、现有文档资料,以及各个不同的配置等级。在收集数据的过程中,我们有机会亲眼看到那台具体的车,与车主交谈,并详细记录它的结构与外观。

"We needed to map out the actual vehicles and the materials used in their interior in detail through extensive research. I studied magazines, photographs, available documentation, and individual trim levels. While gathering data, we had the opportunity to see the specific car in person, speak with its owner, and document its construction and appearance in detail.

材质调研参考素材

材质调研参考素材

材质调研参考素材

材质调研参考素材

仅仅判断内饰某个部件是用塑料、皮革还是金属做的,是不够的。我们还必须考察表面的纹理、光泽程度、材质反射光线的方式、磨损情况、色调深浅,以及各个部件之间的差异。

It wasn't enough to simply determine that a certain part of the interior was made of, for example, plastic, leather, or metal. We also had to examine the surface texture, the degree of gloss, the way the material reflects light, its wear and tear, the color shade, and the differences between individual parts.

“这项调研奠定了基础,让我们之后能够判断游戏中的材质是否与真实车辆相符。”Martin 告诉我们。

This research laid the foundation upon which we could later assess whether the materials in the game corresponded to the actual vehicle," Martin told us.

材质调研参考素材

材质调研参考素材

材质调研参考素材

材质调研参考素材

“我们还必须决定走哪条技术路线。关键要求之一是要保住性能,所以我们寻找不需要复杂计算操作的方案,力求以最小的计算复杂度变化取得良好效果。我相信我们努力的结果是:画面有了明显提升,而对性能的影响极小。”Daniel 与我们分享道。

"We also had to decide which direction to take. One of the key requirements was maintaining performance, so we looked for approaches that didn't require complex computational operations and sought techniques that would achieve good results with minimal changes to computational complexity. I believe the result of our efforts is a noticeable improvement in graphics with minimal impact on performance," Daniel shared with us.

把新系统引入游戏的过程是怎样的?

How did the process of bringing the new system into the game look?

“我们需要在引擎中修改游戏加载与处理反射纹理的方式。反射纹理本质上是一个立方体,每个面都显示相对于玩家的不同方向的反射。与使用光线追踪计算真实的光线反射相比,这种做法效率要高得多。我们对代码做了若干修改,以便直接访问各个 mipmap(多级渐远纹理)。mipmap 是原始图像的缩小副本,通常用于有纹理的物体离玩家较远时,以消除难看的纹理锯齿。不过在我们的具体场景里,较低的分辨率自然会产生更柔和的反射,这正好可以用于那些表面并非 100% 光滑、而是物理上更粗糙的材质,使它们在材质上的反射更加漫散。

"We needed to implement changes to the engine regarding how the game loads and handles reflective textures. A reflective texture is essentially a cube where each face shows a reflection in a different direction relative to the player. Using it is significantly more efficient than calculating actual light reflections using ray tracing. We made several changes to the code to gain direct access to individual mipmaps. A mipmap is a scaled-down copy of the original image, typically used when a textured object is farther away from the player to eliminate unappealing texture aliasing. In our specific case, however, a lower resolution automatically results in a softer reflection, which can be used for materials that do not have a 100% glossy surface but rather a physically rougher surface, causing the reflection on the material to be more diffuse.

反射纹理与材质表现示意

通过这种方式,我们创建了几个不同的反射平滑度层级:从镀铬这类完全光滑的表面,到皮革座椅材质那种较为柔和的反射,再到织物这类粗糙、几乎不反光的材质——在后者上,反射立方体的一个面只有 2x2 像素。在我们的方案里,它取代了辐照度贴图,也就是说,它主要用来把周围环境的光色投射到相应材质上(即色彩染色)。游戏本身已经在计算 mipmap,这意味着这项改动在性能上几乎不产生任何开销——这也是我们决定采用这一方案的主要原因。

This way, we created several different levels of reflection smoothness, ranging from perfectly glossy surfaces like chrome, through smoother reflections such as those found on leather seat materials, to rough, nearly non-reflective materials like fabrics, where one side of the reflection cube is only 2x2px. In our case, it replaces the Iradience map, which means it primarily serves to project the surrounding light palette onto the given material (color cast). The game was already calculating the mipmaps themselves, which means this change costs us practically nothing in terms of performance - and that is the main reason we decided to use this approach.

反射纹理与材质表现示意

在改动材质的同时,我们还需要重新平衡整个游戏的对比度和光照,以消除过暗的区域,并获得更真实的光照感。

Along with the material changes, we also needed to rebalance the contrast and lighting throughout the game to eliminate extremely dark areas and achieve a more realistic sense of lighting.

与原有方案(反射纹理只用于高反射材质,尤其是金属)不同,改进后的系统会为车辆内饰的每一种材质都应用反射纹理。不过,它们在最终画面中反射的可见强度以及所应用的反射柔和度上各不相同。这样可以确保即便是反射较弱的材质——尤其是塑料——也能传达出反射光、色彩染色以及更好的对比度,在内饰的阴影区域尤为明显。玩家现在会注意到,整个内饰确实会对卡车所处的环境做出反应;例如驶过树林时,靠近车窗的那部分内饰会染上一层淡淡的绿色。即便没有进行计算开销高昂的全局光照(GI)计算,这也让游戏比以往真实得多。

Unlike the original solution, where reflective textures were used only for highly reflective materials, particularly metals, the revised system applies a reflective texture to every single material in the vehicle's interior. However, they differ in how strongly the reflection is visible in the final image and in the softness of the reflection applied. This ensures that even less reflective materials - especially plastics - convey a sense of reflected light, color cast, and improved contrast, particularly in shaded areas of the interior. Players will now notice that the entire interior actually reacts to the truck's surroundings; for example, when driving past trees, the part of the interior near the windows takes on a subtle green tint. This makes the game feel much more realistic than before, even without the computationally expensive global illumination (GI) calculation.

技术就绪之后,我们需要确定在新条件下如何调整各个材质。由于每种材质现在都包含反射成分,我们必须彻底重新平衡每种材质的所有设置。为了让现有贴图在新设置下正常工作,我们还得把它们的颜色分量和高光分量重新平衡到我们在大量测试中确立的标准值。

Once the technology was ready, we needed to determine how to adjust the individual materials under the new conditions. Since each material now includes a reflective component, we had to completely rebalance all the settings for each material. To ensure that existing textures would function correctly with the new settings, we also had to rebalance their color and specular components to the standard values we had established during our extensive testing.

改进的材质系统下的内饰材质

“要在全系统范围内推广,最后一步是建立一个材质库,这样就不必为每辆车单独配置每一种材质类型。”Daniel 解释道。

The final step for system-wide deployment was to create a material library so that we wouldn't have to configure each material type separately for every vehicle," Daniel explains.

在实现这套系统时,最大的挑战是什么?

What were the biggest challenges in implementing the system?

“最大的挑战是车辆的多样性。这些卡车是在不同时期制作的,使用了不同的源数据、贴图和渲染方式。不存在一套能适用于所有卡车的统一转换流程。每一套已完成的内饰都有自己的结构,需要针对性地处理。”Daniel 说。

"The biggest challenge was the diversity of the vehicles. The individual trucks were created at different times and used different source data, textures, and rendering methods. There is no single conversion that works for all trucks. Each completed interior has its own structure and requires a customized approach," says Daniel.

改进的材质系统下的卡车内饰

改进的材质系统下的卡车内饰

“另外,材质的各项属性之间会相互影响。改动反射率或粗糙度,可能让某个表面的观感变好,但同时会让该材质在其他光照条件下表现不佳。又或者,某种在日光直射下看起来正确的材质,在昏暗的车厢里可能显得过于油亮,夜间行车时反应也不自然。因此,我们必须不断在真实感、可见性和表现一致性之间取得平衡。目标并不是让所有表面都更突出、更光亮,而是准确地呈现它们之间的差异。

"Also, the individual properties of materials influence one another. Changing the reflectance or roughness might improve the appearance of one surface, but at the same time cause the material to behave poorly in a different lighting situation. Or a material that looked right in direct daylight might be too shiny in a dark interior or react unnaturally while driving at night. It was therefore necessary to constantly strike a balance between realism, visibility, and consistent behavior. The goal was not to make all surfaces more prominent or shinier, but to accurately capture the differences between them.

在开发过程中,我们多次返工了其中许多步骤。不过,最终得到的并不只是某一台车的材质,还有经验和规范,它们将大大方便未来车辆的制作。

We reworked many of these steps several times during development. However, the result was not just materials for one specific car, but also experience and guidelines that will significantly facilitate work on future vehicles.

改进的材质系统下的卡车内饰

改进的材质系统下的卡车内饰

“这个过程并不简单。仅按照预先准备好的表格设置几个参数是不够的。很多数值都必须我们自己去摸索,并且我和 Dan 一起在游戏里反复测试。”Martin 补充道。

The process wasn't straightforward. It wasn't enough to simply set a few parameters according to a pre-prepared table. We had to figure out many of the values ourselves, and together with Dan, we tested them repeatedly right in the game," Martin added.

你们是如何在不影响性能的前提下完成这些改动的?

How did you manage to do the changes without affecting performance?

“我们的玩家使用着种类繁多的硬件。我们不想做出会显著降低游戏性能、甚至让部分玩家无法游玩的画面增强。因此,这套系统并不基于全新的、资源消耗巨大的光照模拟。它扩展了现有的渲染管线,并更高效地利用了已经可用的数据。

"Our players use a wide range of hardware. We didn't want to create visual enhancements that would significantly reduce the game's performance or even make the game unplayable for some players. Therefore, the system is not based on a new, resource-intensive lighting simulation. It extends the existing rendering pipeline and utilizes already available data more efficiently.

开发过程中,我们持续对性能进行采样分析。目标是以对显卡和内存的最小影响换来可见的提升。此外,这套系统即使在中或低画质设置下,也会以某种折中方式继续工作——在这种情况下,反射不再实时渲染,车辆周围环境带来的真实色彩染色等部分效果会损失,但材质本身看起来依然真实,并且彼此之间仍能分辨清楚。”Daniel 说。

Performance was continuously profiled during development. The goal was to achieve a visible improvement with minimal impact on the graphics card and memory. Furthermore, the system is configured to function with a certain trade-off even when set to medium or low - in such cases, while reflections are not rendered in real time and some benefits, such as realistic color cast from the vehicle's surroundings, are lost, the materials themselves still look realistic and can be distinguished from one another," says Daniel.

改进的材质系统下的卡车内饰

改进的材质系统下的卡车内饰

到目前为止,我们已在 ETS2 和 ATS 的共四款卡车上实现了改进的材质系统。与其让社区等到每一款卡车都更新完毕,我们将继续逐步把改进的材质系统推广到其他卡车,让你在我们完成其余车辆的同时,就能先在一些车辆上享受这些改进。正如 Daniel 在这里解释的那样:

So far, we've implemented the improved material system on four trucks across ETS2 and ATS. Rather than making the community wait until every truck has been updated, we'll continue rolling out the improved material system for other trucks gradually, allowing you to enjoy the improvements on some vehicles already while we complete the rest. As Daniel explains here:

“每一款卡车都需要单独调整、目视检查,并在白天、夜间、雨天和多云天气下测试所有变体。因此,不可能一次性更新整个车队。先做这一小批,可以让我们验证整个制作流程、保证质量,并收集玩家的反馈。”

"Each truck requires individual adjustments, a visual inspection, and testing of all variants in daylight, at night, in the rain, and in cloudy weather. Therefore, it was not possible to update the entire fleet at once. This smaller initial group will allow us to verify the entire production process, maintain quality, and gather feedback from players."

改进的材质系统下的卡车内饰

改进的材质系统下的卡车内饰

改进的材质系统下的卡车内饰

希望你喜欢这次对改进材质系统制作过程的深入了解。别忘了把 Ford Car Pack 和 RAM & Dodge Car Pack 加入你的 Steam 愿望单,这样等我们发布它们时,你就能在轿车上体验这项功能。

We hope you have enjoyed this in-depth look at how we work on the improved material system. Make sure to also add the Ford Car Pack and the RAM & Dodge Car Pack to your Steam wishlist, so you can enjoy this feature on cars when we release them.

别忘了关注我们的 X/Twitter、Instagram、Facebook、Bluesky、TikTok 和 YouTube,这样游戏的最新动态就会直接出现在你的信息流里!或者订阅我们的新闻邮件,及时掌握消息。下次再见,旅途平安!

Don't forget to give our X/Twitter, Instagram, Facebook, Bluesky, TikTok, and YouTube a follow, as you'll receive updates about our games straight to your feed! Or subscribe to our newsletter to stay informed. Until next time, safe travels!

原文版权归 SCS Software 所有,本文为中文对照翻译,仅供学习交流。原文链接:blog.scssoft.com

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