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  "text": "相信你也被GPT6操作Blender建模的視頻給刷屏了吧。而本期我們挑戰點不一樣的,用本地部署的小模型操作Blender,復刻GPT6的效果,並分享完整的過程。\n為了避免浪費大家的時間,我這裡先給大家看成果,以便大家決定要不要繼續往下看。我這裡使用的是千萬3.820GB的iQ4量化板。\n操作Blender製作了一個三線二的效果,像這自行車、車框、輪骨都製作了蠻精細的,包括動漫風格的描邊,它也正確生成了。旁邊飲料機中還有帶金屬質感的一拉罐,商店另一側的供貨板生成的也挺詳細的。\n以及商店內的貨架和貨物都進行了詳細的生成。這對於一個只有27B參數,還是一個iQ4量化板的小模型來說,真的挺不容易的。\n你之所以選擇iQ4的版本,是為了照顧一下顯存不足的小夥伴,讓更多的人可以跟著一起做。當然你選擇線上的API也是完全OK的,選擇便宜的具有性價比的模型即可。\n我們重點是講解思路和處理問題的方法,而不是必須選擇某個模型才能實現這樣的效果。當你掌握了這一套方法,你將不必被某一個模型能力縮左右,讓你成為一個真正的Webcoder。\n我是ZZ,就讓我們正式開始吧。\nZZZ,這次是GitHub的GitHub,並獲得不錯的效果,也是用的BlendMCP。我這裡直接在OpenCode中,讓其在GitHub中下載BlendMCP並安裝。\n這裡可以把Blend的目錄一併提供。完成後我們來聊聊首輪提示詞。在上一期製作FPS的視頻中,我們對生成的步驟進行了拆分,僅在首輪提示詞中明確了核心玩法關鍵需求。\n在確認生成結果無誤後,才繼續後續的多個步驟,並逐步完成了整個遊戲。我們請就想和大家好好聊一下步驟拆分的問題。\n其實步驟拆分最大的決定因素是模型自身。如果模型過於孱弱,你不拆分,最終的結果就是一坨。而模型越強,則越有可能給你一期合成。\n其次就是提示詞之間的非代碼層面是否完全可接偶。這句話有點抽象。我給大家舉兩個例子,大家就懂了。\n第一個例子還是剛才的FPS遊戲。我們把核心玩法和場景拆成兩步。首輪提示詞只定義核心玩法,場景後製生成。\n哪怕只有一個基礎平面,射擊敵人的核心機制依舊是可以正常運行的。這種就非常適合分布實現。\n第二個例子是我此前視頻中製作的殺核破壞網遊戲。點擊破壞場景中物體這個交互,和場景本身深度保定。\n如果先單獨生成場景,產出的模型結構很可能不適合做破壞的邏輯。後續的修補成本極高。這類任務就更適合一次性生成。\n就算手輪效果不夠完美,後續迭代修改也更加順暢。而像我們本期不涉及玩法,只是單純的用Blend建模。我們的場景中存在很多不同的元素,但同時又需要風格統一且布局合理。\n因此更適合一口氣告訴AI,讓其進行合理發揮,以減少後續的修補工作。\n我們來看一下詳細的手輪提示詞。第一段相當於一個總體,整體說明了一下我想要製作的是一個什麼樣的場景以及什麼風格的。\n然後我強調生成了agent.md文件,因為我希望AI能不安我一口氣生成。中途不要問我。agent.md文件可以很好的在長時間運行的任務中框定agent的行為。\n接著我補充了一下Blend的安裝位置。這是為了避免agent尋找安裝位置而浪費時間。\n然後是架構方面的約束,我們希望每個模型都是單獨的文件,最後再進行組裝。\n同時要求製作詳細的步驟清單並依次執行。接著我們要求其質量優先。\n美術風格方面,我們希望它色彩如何治愈,輪廓清晰乾淨。\n場景布局希望它動線合理,尺寸緊湊。接著是戶外資產和便利店內部的相關元素。\n我們把名稱都給羅列清楚,以增加場景的豐富度。渲染標準這裡我們強調出區分材質,並且渲染陰影,明暗清晰。\n在效果這裡我們希望增加櫻花飄落的動畫。\n最後再次強調了一下輸出的硬性約束。\n所以我們就直接讓它執行。\n操作Blend鍵模式非常消耗尚氧文的一個事情。\n所以在運行的過程中,一旦遇到超過尚氧文的情況,不要緊張。\n我們直接先開一個對話,然後繼續執行即可。\n等待一會後,我們就可以看到生存效果了。\n第一次能射成成這樣,我覺得已經很厲害了。\n然後我們來修改一下其中的一些問題。\n比如說這個櫻花樹的樹葉它太分散了,包括樹枝的朝向不太正確。\n完成後,我們打開渲染。\n然後可以看到它這個沒有陰影啊。\n這個其實是它材質的問題。\n我們讓它修改一下。\n可以看到AI居然先給我們做了一個測試。\n真的是有夠嚴謹的。\n可以看到現在這個光影效果就有了。\n不過啊,三軒二的那種效果還是不夠強烈。\n尤其是沒有描邊。\n這裡我們再讓它修改一下。\n好,這下看起來顏色風格什麼的就對了嘛。\n我發現自行系的前輪胎的內胎的旋轉方向有點問題。\n這時候就發揮Blender的優勢了。\n我們直接在Blender調整參數來修改啊。\n我覺得便電店旁邊這個地方有點太空曠了。\n然後我讓它先登一個小汽車。\n然後加上一個廣告牌。\n本地小模型操作Blender建模的效果和GPD6相比,你覺得有多少差距呢?\n想用千聞3.8的漆皮建模,其專業領域還是在3.js上。\n大家看,這是我用同樣的提示詞,只不過使用的是3.js生成的。\n是不是效果提升一大截呢?\n實際上,如果你會用Blender,你可以簡單調整,就可以獲得更好的渲染效果。\n也就是說,Blender其實上限更高。\n但是如果你只是在網頁上實現一些程序化的生成的模型。\n那麼3.js仍然是優先選擇。\n因為直接生成3.js,比起用AI來操作Blender的速度要快速唄。\n如果你想了解如何使用3.js建模,為你的網站搭接一些3D元素或動向。\n關注我吧。\n後續我將分享如何使用3.js制作這樣的場景。\n感謝大家看到這裡。\n我是ZZ,期待下次相遇。",
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      "text": "相信你也被GPT6操作Blender建模的視頻給刷屏了吧。而本期我們挑戰點不一樣的,用本地部署的小模型操作Blender,復刻GPT6的效果,並分享完整的過程。",
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      "text": "在確認生成結果無誤後,才繼續後續的多個步驟,並逐步完成了整個遊戲。我們請就想和大家好好聊一下步驟拆分的問題。",
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      "text": "其實步驟拆分最大的決定因素是模型自身。如果模型過於孱弱,你不拆分,最終的結果就是一坨。而模型越強,則越有可能給你一期合成。",
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      "text": "其次就是提示詞之間的非代碼層面是否完全可接偶。這句話有點抽象。我給大家舉兩個例子,大家就懂了。",
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      "text": "哪怕只有一個基礎平面,射擊敵人的核心機制依舊是可以正常運行的。這種就非常適合分布實現。",
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      "text": "第二個例子是我此前視頻中製作的殺核破壞網遊戲。點擊破壞場景中物體這個交互,和場景本身深度保定。",
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      "text": "因此更適合一口氣告訴AI,讓其進行合理發揮,以減少後續的修補工作。",
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      "text": "我們來看一下詳細的手輪提示詞。第一段相當於一個總體,整體說明了一下我想要製作的是一個什麼樣的場景以及什麼風格的。",
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      "text": "然後我強調生成了agent.md文件,因為我希望AI能不安我一口氣生成。中途不要問我。agent.md文件可以很好的在長時間運行的任務中框定agent的行為。",
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      "text": "接著我補充了一下Blend的安裝位置。這是為了避免agent尋找安裝位置而浪費時間。",
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      "text": "美術風格方面,我們希望它色彩如何治愈,輪廓清晰乾淨。",
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      "text": "場景布局希望它動線合理,尺寸緊湊。接著是戶外資產和便利店內部的相關元素。",
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      "text": "我們把名稱都給羅列清楚,以增加場景的豐富度。渲染標準這裡我們強調出區分材質,並且渲染陰影,明暗清晰。",
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      "text": "在效果這裡我們希望增加櫻花飄落的動畫。",
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      "text": "最後再次強調了一下輸出的硬性約束。",
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      "text": "所以我們就直接讓它執行。",
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      "text": "操作Blend鍵模式非常消耗尚氧文的一個事情。",
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      "text": "所以在運行的過程中,一旦遇到超過尚氧文的情況,不要緊張。",
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    {
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      "text": "我們直接先開一個對話,然後繼續執行即可。",
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      "text": "等待一會後,我們就可以看到生存效果了。",
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    {
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      "text": "第一次能射成成這樣,我覺得已經很厲害了。",
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    {
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      "text": "然後我們來修改一下其中的一些問題。",
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    {
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      "text": "比如說這個櫻花樹的樹葉它太分散了,包括樹枝的朝向不太正確。",
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    {
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      "text": "完成後,我們打開渲染。",
      "tokens": [
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    {
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      "text": "然後可以看到它這個沒有陰影啊。",
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    {
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      "text": "這個其實是它材質的問題。",
      "tokens": [
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      "text": "我們讓它修改一下。",
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      "text": "可以看到AI居然先給我們做了一個測試。",
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    {
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      "text": "真的是有夠嚴謹的。",
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    {
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      "text": "可以看到現在這個光影效果就有了。",
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    {
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      "text": "不過啊,三軒二的那種效果還是不夠強烈。",
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    {
      "id": 44,
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      "text": "尤其是沒有描邊。",
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    {
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      "text": "這裡我們再讓它修改一下。",
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    {
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      "text": "好,這下看起來顏色風格什麼的就對了嘛。",
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    {
      "id": 47,
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      "text": "我發現自行系的前輪胎的內胎的旋轉方向有點問題。",
      "tokens": [
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    {
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      "text": "這時候就發揮Blender的優勢了。",
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    {
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      "text": "我們直接在Blender調整參數來修改啊。",
      "tokens": [
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    {
      "id": 50,
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      "text": "我覺得便電店旁邊這個地方有點太空曠了。",
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      "temperature": 0,
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    {
      "id": 51,
      "seek": 29500,
      "start": 297.0,
      "end": 299.0,
      "text": "然後我讓它先登一個小汽車。",
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      "no_speech_prob": 2.0113339813110365e-11,
      "source": "whisper"
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    {
      "id": 52,
      "seek": 29500,
      "start": 299.0,
      "end": 301.0,
      "text": "然後加上一個廣告牌。",
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    {
      "id": 53,
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      "text": "本地小模型操作Blender建模的效果和GPD6相比,你覺得有多少差距呢?",
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      "text": "想用千聞3.8的漆皮建模,其專業領域還是在3.js上。",
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      "text": "大家看,這是我用同樣的提示詞,只不過使用的是3.js生成的。",
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      "text": "是不是效果提升一大截呢?",
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      "text": "實際上,如果你會用Blender,你可以簡單調整,就可以獲得更好的渲染效果。",
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      "text": "但是如果你只是在網頁上實現一些程序化的生成的模型。",
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      "text": "那麼3.js仍然是優先選擇。",
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      "text": "因為直接生成3.js,比起用AI來操作Blender的速度要快速唄。",
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      "text": "如果你想了解如何使用3.js建模,為你的網站搭接一些3D元素或動向。",
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      "text": "關注我吧。",
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      "text": "後續我將分享如何使用3.js制作這樣的場景。",
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      "text": "感謝大家看到這裡。",
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      "text": "我是ZZ,期待下次相遇。",
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