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[docs] 优化部分动图的大小
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10 changes: 5 additions & 5 deletions Docs/04-UnrealEngine/4.Niagra性能优化.md
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**Niagara****Unreal Engine** 提供的一个几乎无所不能的粒子系统,网上有非常多关于如何使用它来制作某些效果的优质教程,但Niagara的使用管理和性能优化往往会被特效制作人员给忽视。

由于笔者长期以来一直被蹂躏,因此本节会对相关内容做一些补充=.=。
由于笔者长期以来一直被蹂躏,因此本节会对相关内容做一些补充,希望小伙伴在了解之后可以尽可能避免这类问题=.=。

## 使用

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- 如果特效的包围盒与实际的运动空间不匹配,则会导致错误的视觉裁剪:

<img src="Resources/cpsadasd.gif" alt="cpsadasd" style="zoom:67%;" />
<img src="Resources/cpsadasd.gif" alt="cpsadasd" style="zoom: 50%;" />

- 如果特效的包围盒太大,将导致明明没有在视野范围内的特效,无法被剔除,依旧会执行渲染,造成不必要的损耗。

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Niagara提供了LODDistance的内置变量,我们可以依据它的数值,对Niagara的性能参数进行一些距离上的适配
![image-20231008145630953](Resources/image-20231008145630953.png)
![image-20231008160522818](Resource/image-20231008160522818.png)
比如,通常会对生成数量制作LOD:
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对于具有 可视性裁剪 的场景特效,休眠裁剪 会重新激活粒子,这个时候会重新播放预热过程:
![sdsssssasdsd](Resources/sdsssssasdsd.gif)
![dfgdasdd](Resource/dfgdasdd.gif)
但设置 暖场时间 把 预热过程 裁剪掉之后,效果是这样的:
![sasdashjdsd](Resources/sasdashjdsd.gif)
![dfgdasdd1](Resource/dfgdasdd1.gif)
### 管控发射器数量
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