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📄 pgl_render_setup.txt

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# {100} (100) [0] pgl_render_setup.LabelRender Setup渲染设置# [1] RenderEngineLabel.LabelRenderer渲染器# [2] RenderEngineLabel.HelpTextSelect Renderer渲染器# [3] RenderEngine.ItemHelpText.PhotoRenderPhotorender as Renderer以 Photorender 作为渲染器# [4] RenderEngine.ItemHelpText.MentalRayPhotoLux as Renderer以 PhotoLux 作为渲染器# [5] RenderEngine.Labels.PhotoRenderPhotoRenderPhotoRender# [6] RenderEngine.Labels.MentalRayPhotoluxPhotolux# [7] RenderEngine.Labels.RealtimeRendererRealtime Renderer实时渲染器# [8] QualityLabel.LabelQuality质量# [9] QualityLabel.HelpTextSelect Quality type for preset options选取预设选项的质量类型# [10] RenderQuality.Labels.DraftDraft粗糙# [11] RenderQuality.Labels.HighHigh# [12] RenderQuality.Labels.MaximumMaximum最大# [13] MasterTab.Labels.RenderOptions&Options选项(&O)# [14] MasterTab.Labels.RenderAdvancedOptions&Advanced高级(&A)# [15] MasterTab.Labels.RenderOutputOu&tput输出(&T)# [16] MasterTab.Labels.RenderConfig&Config配置(&C)# [17] RenderOptions.LabelOptions选项# [18] MRRayTraceLayout.LabelRay Trace光线跟踪# [19] MRReflectionDepthSpinBox.HelpTextSpecify reflection depth指定反射深度# [20] MRReflectionDepthLabel.LabelReflection Depth反射深度# [21] MRRefractionDepthSpinBox.HelpTextSpecify refraction depth指定折射深度# [22] MRRefractionDepthLabel.LabelRefraction Depth折射深度# [23] MRFinalGatherLayout.LabelFinal Gathering最终聚合# [24] LMRFinalGather.LabelAccuracy精度# [25] SMRFinalGather.HelpTextSet final gathering rays parameter设置最终聚合光线参数# [26] IMRFinalGather.HelpTextSet final gathering rays parameter设置最终聚合光线参数# [27] MRFinalGatherEnableCB.LabelEnable Final Gathering启用最终聚合# [28] MRFinalGatherEnableCB.HelpTextEnable Final Gathering启用最终聚合# [29] MRFinalGatherPreviewEnableCB.LabelPreview预览# [30] MRFinalGatherPreviewEnableCB.HelpTextEnable Preview Rendering of Final Gathering启用最终聚合的预览渲染# [31] MRShadowLayout.LabelShadows阴影# [32] MRShadowLabel.LabelAccuracy精度# [33] MRShadowOM.HelpTextSet shadow quality for area shadows设置区域阴影的阴影质量# [34] MRShadowOM.ItemHelpText.LowSet shadow quality for area shadows to Low将阴影区域的阴影质量设置为“低”# [35] MRShadowOM.ItemHelpText.MediumSet shadow quality for area shadows to Medium将阴影区域的阴影质量设置为“中”# [36] MRShadowOM.ItemHelpText.HighSet shadow quality for area shadows to High将阴影区域的阴影质量设置为“高”# [37] MRShadowOM.ItemHelpText.MaxSet shadow quality for area shadows to Maximum将阴影区域的阴影质量设置为“最大”# [38] MRShadowOM.Labels.LowLow# [39] MRShadowOM.Labels.MediumMedium# [40] MRShadowOM.Labels.HighHigh# [41] MRShadowOM.Labels.MaxMaximum最高# [42] MRQualityLayout.LabelAnti-Aliasing消除锯齿# [43] MRQualityLabel.LabelQuality质量# [44] MRQualityOM.HelpTextSet anti-aliasing quality设置消除锯齿质量# [45] MRQualityOM.ItemHelpText.LowSet anti-aliasing quality to Low将消除锯齿质量设置为 "低"# [46] MRQualityOM.ItemHelpText.MediumSet anti-aliasing quality to Medium将消除锯齿质量设置为 "中" # [47] MRQualityOM.ItemHelpText.HighSet anti-aliasing quality to High将消除锯齿质量设置为 "高"# [48] MRQualityOM.ItemHelpText.MaxSet anti-aliasing quality to Maximum将消除锯齿质量设置为 "最高"# [49] MRQualityOM.Labels.LowLow# [50] MRQualityOM.Labels.MediumMedium# [51] MRQualityOM.Labels.HighHigh# [52] MRQualityOM.Labels.MaxMaximum最高# [53] LiRayTraceLayout.LabelRay Trace光线跟踪# [54] LiRayBouncesLabel.LabelBounces反射# [55] LiRayTrace.LabelRay Trace光线跟踪# [56] LiRayTrace.HelpTextSpecify the number of times that the light bounces before it reaches the eyepoint指定光在到达视点前反射的次数# [57] LiModelLayout.LabelModel模型# [58] LiModelShadows.LabelShadows阴影# [59] LiModelShadows.HelpTextDetermines whether a model casts shadows on itself during rendering确定在渲染过程中模型是否向其自身投射阴影# [60] LiModelReflectRoom.LabelReflective反射的# [61] LiModelReflectRoom.HelpTextDetermines whether the model is reflective确定模型是否可以反射# [62] LiModelReflectRoomRG.ItemHelpText.EnvMappingRoom reflected in model (environment mapping)反射在模型中的房间 (环境映射)# [63] LiModelReflectRoomRG.ItemHelpText.ReflectBgBackground reflected in model反射在模型中的背景# [64] LiModelReflectRoomRG.ItemHelpText.ReflectEnvironmentEnvironment reflected in model反射在模型中的环境# [65] LiModelReflectRoomRG.ItemHelpText.ReflectNoneOnly use self reflections仅使用自身反射# [66] LiModelReflectRoomRG.Labels.EnvMappingRoom房间# [67] LiModelReflectRoomRG.Labels.ReflectBgBackground背景# [68] LiModelReflectRoomRG.Labels.ReflectEnvironmentEnvironment环境# [69] LiModelReflectRoomRG.Labels.ReflectNoneNone# [70] LiRoomLayout.LabelRoom房间# [71] LiRenderRoom.LabelRender Room渲染房间# [72] LiRenderRoom.HelpTextDetermines whether or not the room is rendered确定是否渲染房间# [73] LiLightRoom.LabelLight Room光源房间# [74] LiLightRoom.HelpTextDetermines whether the walls of the room are affected by user defined lights确定房间墙壁是否受用户定义光源的影响# [75] LiRoomShadows.LabelShadows阴影# [76] LiRoomShadows.HelpTextDetermines whether the shadows are cast onto the walls of the room确定是否向房间的墙壁上投射阴影# [77] LiRoomReflective.LabelReflective反射的# [78] LiRoomReflective.HelpTextSpecifies whether the room walls are reflective or not指定房间墙壁是否可以反射# [79] LiRoomCeilingReflective.LabelCeiling天花板# [80] LiRoomFloorReflective.LabelFloor地板# [81] LiRoomWall1Reflective.LabelWall1墙壁1# [82] LiRoomWall2Reflective.LabelWall2墙壁2# [83] LiRoomWall3Reflective.LabelWall3墙壁3# [84] LiRoomWall4Reflective.LabelWall4墙壁4# [85] PhotoRenderOptions.LabelOptions选项# [86] PrRenderResolutionLayout.LabelRender Resolution渲染分辨率# [87] PrRenderResolution.ItemHelpText.NormalFor Normal render resolution用于普通渲染分辨率# [88] PrRenderResolution.ItemHelpText.HighFor High render resolution用于高渲染分辨率# [89] PrRenderResolution.ItemHelpText.MaximumFor Maximum render resolution用于最大渲染分辨率# [90] PrRenderResolution.Labels.NormalNormal正常# [91] PrRenderResolution.Labels.HighHigh# [92] PrRenderResolution.Labels.MaximumMaximum最大# [93] PrHighLightResolutionLayout.LabelHighlight Resolution加亮分辨率# [94] PrHighlightResolution.ItemHelpText.NormalHighlights are rendered faster but may look angular加亮区以较快速度渲染,但可能看起来有棱角# [95] PrHighlightResolution.ItemHelpText.HighSmooths out highlights but render time may be increased平滑加亮区,但可能会延长渲染时间# [96] PrHighlightResolution.Labels.NormalNormal正常# [97] PrHighlightResolution.Labels.HighHigh# [98] PrModelLayout.LabelModel模型# [99] PrTransparency.LabelTransparency透明# [100] PrTransparency.HelpTextRenders specified surfaces as transparent将指定曲面渲染为透明曲面# [101] PrTexture.LabelAppearance Texture外观纹理# [102] PrTexture.HelpTextRenders the textures applied to surfaces渲染应用于曲面的纹理# [103] PrSelfShadows.LabelSelf Shadows自身阴影# [104] PrSelfShadows.HelpTextCasts shadows from the objects in a scene onto themselves and other objects从场景中的对象向其自身及其它对象投射阴影# [105] PrModelReflective.LabelReflect Room反射房间# [106] PrModelReflective.HelpTextSpecifies whether or not the room is reflected in the model指定在模型上是否反射房间# [107] PrRoomLayout.LabelRoom房间# [108] PrRenderRoom.LabelRender Room渲染房间# [109] PrRenderRoom.HelpTextDetermines whether or not the room is rendered确定是否渲染房间# [110] PrReflectModelInFloor.LabelReflect Model in Floor在地板反射模型# [111] PrReflectModelInFloor.HelpTextSpecifies whether or not the model is reflected in the floor指定在地板上是否反射模型# [112] PrShadowsOnFloor.LabelShadows on Floor地板上的阴影# [113] PrShadowsOnFloor.HelpTextSpecifies whether or not shadows are visible on the floor指定阴影在地板上是否可见# [114] PrLightRoom.LabelLight Room光源房间# [115] PrLightRoom.HelpTextRenders the walls of the room with the active lights以活动光源渲染房间的墙壁# [116] PrReflectRoomLabel.LabelReflect Room反射房间# [117] PrReflectRoomLabel.HelpTextReflects room onto the model将房间反射到模型上# [118] PrReflectRoom.ItemHelpText.UnlitReflect Room lit with default lights onto the model将使用缺省光源照射的房间反射到模型上# [119] PrReflectRoom.ItemHelpText.LitReflect Room lit with user defined lights onto the model将以用户定义的光源照射的房间反射到模型上# [120] PrReflectRoom.Labels.UnlitUnlit无光线# [121] PrReflectRoom.Labels.LitLit有光线# [122] RTRModelOptions.LabelModel模型# [123] RTRModelTransparency.LabelTransparency透明# [124] RTRModelTextures.LabelAppearance textures外观纹理# [125] RTRModelReflections.LabelReflections反射# [126] RTRRoomOptions.LabelRoom房间# [127] RTRRoomDisplay.LabelRenderRoom渲染房间# [128] RTRRoomReflections.LabelRelect Model反射模型# [129] RTRRoomShadows.LabelShadows阴影# [130] PreferredSurfaceOM.Labels.FloorFloor地板# [131] PreferredSurfaceOM.Labels.CeilingCeiling天花板# [132] PreferredSurfaceOM.Labels.Wall1Wall 1墙壁 1# [133] PreferredSurfaceOM.Labels.Wall2Wall 2墙壁 2# [134] PreferredSurfaceOM.Labels.Wall3Wall 3墙壁 3# [135] PreferredSurfaceOM.Labels.Wall4Wall 4墙壁 4# [136] PreferredSurfaceOM.Labels.AllSurfacesAll Surfaces所有曲面# [137] PreferredSurfaceOM.DefaultHelpTextThe surface onto which shadows and reflection will be cast在上面投射阴影及反射的曲面# [138] PrefSurfaceLabel.LabelSurface曲面# [139] RenderAdvancedOptions.LabelAdv高级# [140] MRGeometryOnDemandLayout.LabelGeometry on demand即时几何# [141] MRGeometryOnDemandCB.LabelGeometry on demand即时几何# [142] MRGeometryOnDemandCB.HelpTextOnly download geometry to the\nrendering engine when needed.\nMay increase rendering time but \nshould reduce memory use.仅在需要时将几何\n下载到渲染引擎。\n这可能会增加渲染时间但 \n应该会减少内存的使用。# [143] MRCausticsLayout.LabelCaustics焦散# [144] MRCausticsEnableCB.LabelEnable Caustics启用焦散# [145] MRCausticsEnableCB.HelpTextUse Caustics for rendering使用焦散线渲染# [146] LMRCausticsAccuracy.LabelAccuracy精度# [147] LMRCausticsAccuracy.HelpTextSets the maximum number of Photons to use when calculating a caustic irradiance estimate设置计算焦散辐照度估计值时要使用的最大光子数# [148] SMRCausticsAccuracy.HelpTextSet Caustics accuracy设置焦散精度# [149] IMRCausticsAccuracy.HelpTextSet Caustics accuracy设置焦散精度# [150] IMRCausticsRadius.HelpTextSet Caustics radius设置焦散半径# [151] LMRCausticsRadius.LabelRadius   半径# [152] SMRCausticsRadius.HelpTextSet Caustics radius设置焦散半径# [153] MRGlobalIlluminationLayout.LabelGlobal Illumination全局照明# [154] MRGlobalIlluminationEnableCB.LabelEnable Global Illumination启用全局照明# [155] MRGlobalIlluminationEnableCB.HelpTextUse global illumination for rendering使用全局照明进行渲染# [156] LMRGlobalIlluminationAccuracy.LabelAccuracy精度# [157] IMRGlobalIlluminationAccuracy.HelpTextSet global illumination accuracy设置全局照明精度# [158] SMRGlobalIlluminationAccuracy.HelpTextSet global illumination accuracy设置全局照明精度# [159] IMRGlobalIlluminationRadius.HelpTextSet global illumination radius设置全局照明半径# [160] SMRGlobalIlluminationRadius.HelpTextSet global illumination radius设置全局照明半径# [161] LMRGlobalIlluminationRadius.LabelRadius   半径# [162] MREnergyScaleLayout.LabelGlobal Settings全局设置# [163] LMREnergy.LabelEnergy Scale能量标度# [164] LMREnergy.HelpTextAdjust the Global Light Energy for Global illumination and Caustics调整全局照明和焦散的全局光能# [165] SMREnergy.HelpTextAdjust Global Light enery for Global illumination and Caustics调整全局照明和焦散的全局光能# [166] IMREnergy.HelpTextAdjust Global Light enery for Global illumination and Caustics调整全局照明和焦散的全局光能# [167] LMRPhotons.LabelNo.of Photons光子数# [168] LMRPhotons.HelpTextSpecify the number of photons to emit for Global illumination and Caustics指定为全局照明和焦散发射的光子数# [169] SMRPhotons.HelpTextSpecify the number of photons to emit for Global illumination and Caustics指定为全局照明和焦散发射的光子数# [170] IMRPhotons.HelpTextSpecify the number of photons to emit for Global illumination and Caustics指定为全局照明和焦散发射的光子数# [171] LiQualityLayout.LabelQuality质量

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