?? pgl_render_setup.txt
字號(hào):
# {100} (100) [0] pgl_render_setup.LabelRender Setup渲染設(shè)置# [1] RenderEngineLabel.LabelRenderer渲染器# [2] RenderEngineLabel.HelpTextSelect Renderer渲染器# [3] RenderEngine.ItemHelpText.PhotoRenderPhotorender as Renderer以 Photorender 作為渲染器# [4] RenderEngine.ItemHelpText.MentalRayPhotoLux as Renderer以 PhotoLux 作為渲染器# [5] RenderEngine.Labels.PhotoRenderPhotoRenderPhotoRender# [6] RenderEngine.Labels.MentalRayPhotoluxPhotolux# [7] RenderEngine.Labels.RealtimeRendererRealtime Renderer實(shí)時(shí)渲染器# [8] QualityLabel.LabelQuality質(zhì)量# [9] QualityLabel.HelpTextSelect Quality type for preset options選取預(yù)設(shè)選項(xiàng)的質(zhì)量類型# [10] RenderQuality.Labels.DraftDraft粗糙# [11] RenderQuality.Labels.HighHigh高# [12] RenderQuality.Labels.MaximumMaximum最大# [13] MasterTab.Labels.RenderOptions&Options選項(xiàng)(&O)# [14] MasterTab.Labels.RenderAdvancedOptions&Advanced高級(jí)(&A)# [15] MasterTab.Labels.RenderOutputOu&tput輸出(&T)# [16] MasterTab.Labels.RenderConfig&Config配置(&C)# [17] RenderOptions.LabelOptions選項(xiàng)# [18] MRRayTraceLayout.LabelRay Trace光線跟蹤# [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最終聚合# [24] LMRFinalGather.LabelAccuracy精度# [25] SMRFinalGather.HelpTextSet final gathering rays parameter設(shè)置最終聚合光線參數(shù)# [26] IMRFinalGather.HelpTextSet final gathering rays parameter設(shè)置最終聚合光線參數(shù)# [27] MRFinalGatherEnableCB.LabelEnable Final Gathering啟用最終聚合# [28] MRFinalGatherEnableCB.HelpTextEnable Final Gathering啟用最終聚合# [29] MRFinalGatherPreviewEnableCB.LabelPreview預(yù)覽# [30] MRFinalGatherPreviewEnableCB.HelpTextEnable Preview Rendering of Final Gathering啟用最終聚合的預(yù)覽渲染# [31] MRShadowLayout.LabelShadows陰影# [32] MRShadowLabel.LabelAccuracy精度# [33] MRShadowOM.HelpTextSet shadow quality for area shadows設(shè)置區(qū)域陰影的陰影質(zhì)量# [34] MRShadowOM.ItemHelpText.LowSet shadow quality for area shadows to Low將陰影區(qū)域的陰影質(zhì)量設(shè)置為“低”# [35] MRShadowOM.ItemHelpText.MediumSet shadow quality for area shadows to Medium將陰影區(qū)域的陰影質(zhì)量設(shè)置為“中”# [36] MRShadowOM.ItemHelpText.HighSet shadow quality for area shadows to High將陰影區(qū)域的陰影質(zhì)量設(shè)置為“高”# [37] MRShadowOM.ItemHelpText.MaxSet shadow quality for area shadows to Maximum將陰影區(qū)域的陰影質(zhì)量設(shè)置為“最大”# [38] MRShadowOM.Labels.LowLow低# [39] MRShadowOM.Labels.MediumMedium中# [40] MRShadowOM.Labels.HighHigh高# [41] MRShadowOM.Labels.MaxMaximum最高# [42] MRQualityLayout.LabelAnti-Aliasing消除鋸齒# [43] MRQualityLabel.LabelQuality質(zhì)量# [44] MRQualityOM.HelpTextSet anti-aliasing quality設(shè)置消除鋸齒質(zhì)量# [45] MRQualityOM.ItemHelpText.LowSet anti-aliasing quality to Low將消除鋸齒質(zhì)量設(shè)置為 "低"# [46] MRQualityOM.ItemHelpText.MediumSet anti-aliasing quality to Medium將消除鋸齒質(zhì)量設(shè)置為 "中" # [47] MRQualityOM.ItemHelpText.HighSet anti-aliasing quality to High將消除鋸齒質(zhì)量設(shè)置為 "高"# [48] MRQualityOM.ItemHelpText.MaxSet anti-aliasing quality to Maximum將消除鋸齒質(zhì)量設(shè)置為 "最高"# [49] MRQualityOM.Labels.LowLow低# [50] MRQualityOM.Labels.MediumMedium中# [51] MRQualityOM.Labels.HighHigh高# [52] MRQualityOM.Labels.MaxMaximum最高# [53] LiRayTraceLayout.LabelRay Trace光線跟蹤# [54] LiRayBouncesLabel.LabelBounces反射# [55] LiRayTrace.LabelRay Trace光線跟蹤# [56] LiRayTrace.HelpTextSpecify the number of times that the light bounces before it reaches the eyepoint指定光在到達(dá)視點(diǎn)前反射的次數(shù)# [57] LiModelLayout.LabelModel模型# [58] LiModelShadows.LabelShadows陰影# [59] LiModelShadows.HelpTextDetermines whether a model casts shadows on itself during rendering確定在渲染過(guò)程中模型是否向其自身投射陰影# [60] LiModelReflectRoom.LabelReflective反射的# [61] LiModelReflectRoom.HelpTextDetermines whether the model is reflective確定模型是否可以反射# [62] LiModelReflectRoomRG.ItemHelpText.EnvMappingRoom reflected in model (environment mapping)反射在模型中的房間 (環(huán)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反射在模型中的環(huán)境# [65] LiModelReflectRoomRG.ItemHelpText.ReflectNoneOnly use self reflections僅使用自身反射# [66] LiModelReflectRoomRG.Labels.EnvMappingRoom房間# [67] LiModelReflectRoomRG.Labels.ReflectBgBackground背景# [68] LiModelReflectRoomRG.Labels.ReflectEnvironmentEnvironment環(huán)境# [69] LiModelReflectRoomRG.Labels.ReflectNoneNone無(wú)# [70] LiRoomLayout.LabelRoom房間# [71] LiRenderRoom.LabelRender Room渲染房間# [72] LiRenderRoom.HelpTextDetermines whether or not the room is rendered確定是否渲染房間# [73] LiLightRoom.LabelLight Room光源房間# [74] LiLightRoom.HelpTextDetermines whether the walls of the room are affected by user defined lights確定房間墻壁是否受用戶定義光源的影響# [75] LiRoomShadows.LabelShadows陰影# [76] LiRoomShadows.HelpTextDetermines whether the shadows are cast onto the walls of the room確定是否向房間的墻壁上投射陰影# [77] LiRoomReflective.LabelReflective反射的# [78] LiRoomReflective.HelpTextSpecifies whether the room walls are reflective or not指定房間墻壁是否可以反射# [79] LiRoomCeilingReflective.LabelCeiling天花板# [80] LiRoomFloorReflective.LabelFloor地板# [81] LiRoomWall1Reflective.LabelWall1墻壁1# [82] LiRoomWall2Reflective.LabelWall2墻壁2# [83] LiRoomWall3Reflective.LabelWall3墻壁3# [84] LiRoomWall4Reflective.LabelWall4墻壁4# [85] PhotoRenderOptions.LabelOptions選項(xiàng)# [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高# [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加亮區(qū)以較快速度渲染,但可能看起來(lái)有棱角# [95] PrHighlightResolution.ItemHelpText.HighSmooths out highlights but render time may be increased平滑加亮區(qū),但可能會(huì)延長(zhǎng)渲染時(shí)間# [96] PrHighlightResolution.Labels.NormalNormal正常# [97] PrHighlightResolution.Labels.HighHigh高# [98] PrModelLayout.LabelModel模型# [99] PrTransparency.LabelTransparency透明# [100] PrTransparency.HelpTextRenders specified surfaces as transparent將指定曲面渲染為透明曲面# [101] PrTexture.LabelAppearance Texture外觀紋理# [102] PrTexture.HelpTextRenders the textures applied to surfaces渲染應(yīng)用于曲面的紋理# [103] PrSelfShadows.LabelSelf Shadows自身陰影# [104] PrSelfShadows.HelpTextCasts shadows from the objects in a scene onto themselves and other objects從場(chǎng)景中的對(duì)象向其自身及其它對(duì)象投射陰影# [105] PrModelReflective.LabelReflect Room反射房間# [106] PrModelReflective.HelpTextSpecifies whether or not the room is reflected in the model指定在模型上是否反射房間# [107] PrRoomLayout.LabelRoom房間# [108] PrRenderRoom.LabelRender Room渲染房間# [109] PrRenderRoom.HelpTextDetermines whether or not the room is rendered確定是否渲染房間# [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地板上的陰影# [113] PrShadowsOnFloor.HelpTextSpecifies whether or not shadows are visible on the floor指定陰影在地板上是否可見(jiàn)# [114] PrLightRoom.LabelLight Room光源房間# [115] PrLightRoom.HelpTextRenders the walls of the room with the active lights以活動(dòng)光源渲染房間的墻壁# [116] PrReflectRoomLabel.LabelReflect Room反射房間# [117] PrReflectRoomLabel.HelpTextReflects room onto the model將房間反射到模型上# [118] PrReflectRoom.ItemHelpText.UnlitReflect Room lit with default lights onto the model將使用缺省光源照射的房間反射到模型上# [119] PrReflectRoom.ItemHelpText.LitReflect Room lit with user defined lights onto the model將以用戶定義的光源照射的房間反射到模型上# [120] PrReflectRoom.Labels.UnlitUnlit無(wú)光線# [121] PrReflectRoom.Labels.LitLit有光線# [122] RTRModelOptions.LabelModel模型# [123] RTRModelTransparency.LabelTransparency透明# [124] RTRModelTextures.LabelAppearance textures外觀紋理# [125] RTRModelReflections.LabelReflections反射# [126] RTRRoomOptions.LabelRoom房間# [127] RTRRoomDisplay.LabelRenderRoom渲染房間# [128] RTRRoomReflections.LabelRelect Model反射模型# [129] RTRRoomShadows.LabelShadows陰影# [130] PreferredSurfaceOM.Labels.FloorFloor地板# [131] PreferredSurfaceOM.Labels.CeilingCeiling天花板# [132] PreferredSurfaceOM.Labels.Wall1Wall 1墻壁 1# [133] PreferredSurfaceOM.Labels.Wall2Wall 2墻壁 2# [134] PreferredSurfaceOM.Labels.Wall3Wall 3墻壁 3# [135] PreferredSurfaceOM.Labels.Wall4Wall 4墻壁 4# [136] PreferredSurfaceOM.Labels.AllSurfacesAll Surfaces所有曲面# [137] PreferredSurfaceOM.DefaultHelpTextThe surface onto which shadows and reflection will be cast在上面投射陰影及反射的曲面# [138] PrefSurfaceLabel.LabelSurface曲面# [139] RenderAdvancedOptions.LabelAdv高級(jí)# [140] MRGeometryOnDemandLayout.LabelGeometry on demand即時(shí)幾何# [141] MRGeometryOnDemandCB.LabelGeometry on demand即時(shí)幾何# [142] MRGeometryOnDemandCB.HelpTextOnly download geometry to the\nrendering engine when needed.\nMay increase rendering time but \nshould reduce memory use.僅在需要時(shí)將幾何\n下載到渲染引擎。\n這可能會(huì)增加渲染時(shí)間但 \n應(yīng)該會(huì)減少內(nèi)存的使用。# [143] MRCausticsLayout.LabelCaustics焦散# [144] MRCausticsEnableCB.LabelEnable Caustics啟用焦散# [145] MRCausticsEnableCB.HelpTextUse Caustics for rendering使用焦散線渲染# [146] LMRCausticsAccuracy.LabelAccuracy精度# [147] LMRCausticsAccuracy.HelpTextSets the maximum number of Photons to use when calculating a caustic irradiance estimate設(shè)置計(jì)算焦散輻照度估計(jì)值時(shí)要使用的最大光子數(shù)# [148] SMRCausticsAccuracy.HelpTextSet Caustics accuracy設(shè)置焦散精度# [149] IMRCausticsAccuracy.HelpTextSet Caustics accuracy設(shè)置焦散精度# [150] IMRCausticsRadius.HelpTextSet Caustics radius設(shè)置焦散半徑# [151] LMRCausticsRadius.LabelRadius 半徑# [152] SMRCausticsRadius.HelpTextSet Caustics radius設(shè)置焦散半徑# [153] MRGlobalIlluminationLayout.LabelGlobal Illumination全局照明# [154] MRGlobalIlluminationEnableCB.LabelEnable Global Illumination啟用全局照明# [155] MRGlobalIlluminationEnableCB.HelpTextUse global illumination for rendering使用全局照明進(jìn)行渲染# [156] LMRGlobalIlluminationAccuracy.LabelAccuracy精度# [157] IMRGlobalIlluminationAccuracy.HelpTextSet global illumination accuracy設(shè)置全局照明精度# [158] SMRGlobalIlluminationAccuracy.HelpTextSet global illumination accuracy設(shè)置全局照明精度# [159] IMRGlobalIlluminationRadius.HelpTextSet global illumination radius設(shè)置全局照明半徑# [160] SMRGlobalIlluminationRadius.HelpTextSet global illumination radius設(shè)置全局照明半徑# [161] LMRGlobalIlluminationRadius.LabelRadius 半徑# [162] MREnergyScaleLayout.LabelGlobal Settings全局設(shè)置# [163] LMREnergy.LabelEnergy Scale能量標(biāo)度# [164] LMREnergy.HelpTextAdjust the Global Light Energy for Global illumination and Caustics調(diào)整全局照明和焦散的全局光能# [165] SMREnergy.HelpTextAdjust Global Light enery for Global illumination and Caustics調(diào)整全局照明和焦散的全局光能# [166] IMREnergy.HelpTextAdjust Global Light enery for Global illumination and Caustics調(diào)整全局照明和焦散的全局光能# [167] LMRPhotons.LabelNo.of Photons光子數(shù)# [168] LMRPhotons.HelpTextSpecify the number of photons to emit for Global illumination and Caustics指定為全局照明和焦散發(fā)射的光子數(shù)# [169] SMRPhotons.HelpTextSpecify the number of photons to emit for Global illumination and Caustics指定為全局照明和焦散發(fā)射的光子數(shù)# [170] IMRPhotons.HelpTextSpecify the number of photons to emit for Global illumination and Caustics指定為全局照明和焦散發(fā)射的光子數(shù)# [171] LiQualityLayout.LabelQuality質(zhì)量
?? 快捷鍵說(shuō)明
復(fù)制代碼
Ctrl + C
搜索代碼
Ctrl + F
全屏模式
F11
切換主題
Ctrl + Shift + D
顯示快捷鍵
?
增大字號(hào)
Ctrl + =
減小字號(hào)
Ctrl + -