物理机灯光设置插件 Photographer
Make Camera Active | 使相机处于活动状态
Refresh Photographer Settings | 刷新摄影师设置
Select Active Camera | 选择活动摄像头
Switch to Shutter Angle | 切换到快门角度
Switch to Shutter Speed | 切换到快门速度
Make this Camera the active camera in the Scene | 将此摄影机设置为场景中的活动摄影机
Enable Motion Blur render | 启用运动模糊渲染
If you changed Render engines and settings outside | 如果更改了外部的渲染引擎和设置
Select the Active Camera in the Scene | 在场景中选择活动摄影机
Enable Motion Blur in the Render Settings | 在渲染设置中启用运动模糊
The camera will be rendered when using Render All Enabled | 使用“渲染全部启用”时,将渲染相机
Camera Target Tracking: Place a target on an object and the camera | 相机目标跟踪:将目标放在物体和相机上
Camera Sensor Size | 摄像头传感器尺寸
Fisheye Focal Length in mm | 鱼眼焦距(mm)
Adjusts Vertical Shift while maintaining framing | 在保持框架的同时调整垂直偏移
Focal Length in mm | 焦距(mm)
Adjusts Horizontal Shift while maintaining framing | 在保持框架的同时调整水平偏移
Changing the focus distance will slightly affect the focal length. | 改变焦距会略微影响焦距。
Motion Blur will be controlled by the Shutter Speed / Shutter Angle values | 运动模糊将由快门速度/快门角度值控制
Additive Exposure Value adjustment | 附加曝光值调整
Auto Exposure compensation value | 自动曝光补偿值
Gives more weight to the center of the frame instead of the entire viewport | 赋予帧中心更多的权重,而不是整个视口
Speed at which the Auto Exposure will reach its luminance target | 自动曝光达到其亮度目标的速度
Sets keys on Exposure Value when using Auto Exposure | 使用“自动曝光”时,在“曝光值”上设置关键帧
Enable False Color view transform to validate your exposure | 启用假彩色视图变换以验证曝光
Adjusts colors using Temperature and Tint values | 使用温度和色调值调整颜色
Switch between Shutter Speed and Shutter Angle | 在快门速度和快门角度之间切换
Enable Shutter Speed slider instead of preset list | 启用快门速度滑块而不是预设列表
Shutter Speed - controls the amount of Motion Blur | 快门速度-控制运动模糊量
Camera Shutter Speed | 相机快门速度
Shutter Angle in degrees - controls the Shutter Speed and amount of Motion Blur | 快门角度(度)-控制快门速度和运动模糊量
Camera Shutter Angle | 相机快门角度
Lens aperture - controls the Depth of Field | 镜头光圈-控制景深
Enable Aperture slider instead of preset list | 启用光圈滑块而不是预设列表
Lens Aperture | 镜头光圈
ISO setting | ISO设置
Enable ISO setting slider instead of preset list | 启用ISO设置滑块而不是预设列表
Camera Sensitivity | 相机灵敏度
Use the Color Picker on the viewport and pick a grey material in your scene to do the white balance | 使用视口上的颜色选择器,在场景中选择灰色材质以实现白平衡
Adjusts the amoung of Green or Magenta cast | 调整绿色或洋红色铸件的颜色
Tint preview color | 着色预览颜色
Choose Custom Resolutions or Ratio presets | 选择自定义分辨率或比率预设
Horizontal Resolution | 水平分辨率
Horizontal Ratio | 水平比率
Vertical Resolution | 垂直分辨率
Vertical Ratio | 垂直比率
Long Edge Resolution | 长边分辨率
Rotation of the camera | 相机的旋转
Automatically adjusts the Camera Sensor fit in order to make the Resolution fit inside the sensor. \n | 自动调整相机传感器的配合,使分辨率适合传感器内部。n
Autofocus Continuous: Realtime focus on the center of the frame.\n | 自动对焦连续:实时对焦在画面中心。n
Number of seconds between each autofocus update | 每次自动对焦更新之间的秒数
Set keys on focus distance when using AF-S and AF-C | 使用AF-S和AF-C时设置焦距键
Speed at which it switches to the other camera. 4 is instant | 它切换到另一个摄像头的速度。4是即时的
The camera that the Drone Camera will match | 无人机摄像头将匹配的摄像头
Show Focus Plane debug | 显示焦平面调试
Material used for Focus plane | 焦平面所用材料
Set Color and Alpha opacity of the Focus Plane debug | 设置焦平面调试的颜色和Alpha不透明度
Display settings of Depth of Field limits | 景深限制的显示设置
Controls the amount of optical vignetting | 控制光学渐晕量
Adjusts brightness to compensate for energy loss due to a dark bokeh texture | 调整亮度以补偿由于暗散景纹理导致的能量损失
Adjust contrast of the bokeh texture to accentuate details | 调整散景纹理的对比度以突出细节
Use Vertical Sensor Fit to get correct Field of View when recreating an Anamorphic lens | 在重建变形镜头时,使用垂直传感器配合以获得正确的视野
Overrides Scene Frame Start for this camera | 覆盖此相机的场景帧开始
Overrides Scene Frame End for this camera | 覆盖此相机的场景帧结束
Overrides Scene Current Frame for this camera | 覆盖此摄影机的场景当前帧
List of View Layers available | 可用视图层列表
Camera Target | 摄像机目标
Include Camera in Render Queue | 将摄影机包含在渲染队列中
Sensor Type | 传感器类型
Fisheye | 鱼眼
Fisheye Focal Length | 鱼眼焦距
Focal Length | 焦距
Compensated | 已补偿
Lens Shift V | 镜头偏移V
Lens Shift H | 镜头偏移H
Focus Breathing | 专注呼吸
Enable Exposure Controls | 启用曝光控制
Enable Motion Blur control | 启用运动模糊控制
Exposure Mode | 曝光模式
Exposure Value | 暴露值
Exposure Compensation | 曝光补偿
Auto Exposure | 自动曝光
Center Weight | 中心重量
AE Speed | AE速度
False Color | 假色
Animate Auto Exposure | 自动曝光动画
Enable White Balance controls | 启用白平衡控制
Shutter Mode | 快门模式
Shutter Speed | 快门速度
Shutter Speed Slider | 快门速度滑块
Shutter Angle | 快门角度
Aperture F-stop | 光圈F-stop
Aperture Slider | 光圈滑块
Iso Slider | Iso滑块
Lens Aperture Presets | 镜头光圈预设
Color Temperature | 色温
Iso Presets | Iso预设
Tint | 明调
Preview Color Tint | 预览颜色
Enable Resolution override for this Camera | 为此相机启用分辨率覆盖
Format | 格式
Long Edge | 长边
Orientation | 方向
Fit inside Sensor | 安装内部传感器
Enable View Layers override for this Camera | 为此相机启用视图层覆盖
AF-C interval | AF-C间隔
Animate Autofocus | 自动对焦动画
Transition Speed | 过渡速度
Is matchin camera | 是否匹配摄像头
Target Camera | 目标摄像头
Light Threshold Warning | 光阈值警告
Enable Depth of Field | 启用景深
Focus Plane | 焦平面
Focus Plane Material | 焦平面材质
Color | 颜色
DoF Limits | DoF限制
Optical Vignetting | 光学渐晕
Optical Vignetting Scale | 光学渐晕标尺
Optical Vignetting Texture | 光学渐晕纹理
Bokeh Texture | 散景纹理
Set World per Camera | 为每个相机设置世界
Frame Start | 帧开始
Frame End | 框架末端
World Override | 世界覆盖
Lock Vertical FOV | 锁定垂直视场
Frames Override | 帧覆盖
Still Current Frame | 当前帧
Samples Override | 样本覆盖
View Layer Override | 视图图层覆盖
Active Camera Bookmark Index | 活动相机书签索引
There is an object set as focus target which will override the results of the Autofocus. | 有一个对象设置为焦点目标,它将覆盖自动对焦的结果。
Color Picker | 颜色选择器
Preview Color | 预览颜色
Rotation | 旋转
Brightness Multiplier | 亮度倍增器
Contrast | 对比度
Max Samples | 最大采样值
Noise Threshold | 噪声阈值
Samples | 样品
Auto | 汽车
Auto Exposure metering | 自动曝光测光
Manual | 手册
30 | 30
Manual Settings using Shutter Speed, Aperture and ISO | 使用快门速度、光圈和ISO进行手动设置
20 | 20
25 | 25
15 | 15
13 | 13
10 | 10
3.2 | 3.2
2.5 | 2.5
1.3 | 1.3
1.6 | 1.6
0.8 | 0.8
0.6 | 0.6
0.5 | 0.5
0.4 | 0.4
0.3 | 0.3
1 / 4 s | 1/4秒
1 / 5 s | 1/5秒
1 / 6 s | 1/6秒
1 / 8 s | 1/8秒
1 / 10 s | 1/10秒
1 / 13 s | 1/13秒
1 / 15 s | 1/15秒
1 / 20 s | 1/20秒
1 / 25 s | 1/25秒
1 / 30 s | 1/30秒
1 / 40 s | 1/40秒
1 / 50 s | 1/50秒
1 / 60 s | 1/60秒
1 / 80 s | 1/80秒
1 / 160 s | 1/160秒
1 / 125 s | 1/125秒
1 / 200 s | 1/200秒
1 / 250 s | 1/250秒
1 / 100 s | 1/100秒
1 / 320 s | 1/320秒
1 / 400 s | 1/400秒
1 / 500 s | 1/500秒
1 / 640 s | 1/640秒
1 / 1000 s | 1/1000秒
1 / 800 s | 1/800秒
1 / 1250 s | 1/1250秒
1 / 1600 s | 1/1600秒
1 / 2000 s | 1/2000秒
1 / 2500 s | 1/2500秒
1 / 3200 s | 1/3200秒
1 / 4000 s | 1/4000秒
1 / 5000 s | 1/5000秒
1 / 6400 s | 1/6400秒
8.6 degree | 8.6度
1 / 8000 s | 1/8000秒
11 degree | 11度
22.5 degree | 22.5度
45 degree | 45度
72 degree | 72度
90 degree | 90度
144 degree | 144度
180 degree | 180度
172.8 degree | 172.8度
270 degree | 270度
360 degree | 360度
f / 0.95 | f/0.95
f / 1.2 | f/1.2
f / 1.4 | f/1.4
f / 1.8 | f/1.8
f / 2.0 | f/2.0
f / 2.4 | f/2.4
f / 2.8 | f/2.8
f / 3.5 | f/3.5
f / 4.0 | f/4.0
f / 4.9 | f/4.9
f / 6.7 | f/6.7
f / 5.6 | f/5.6
f / 8.0 | f/8.0
f / 9.3 | f/9.3
f / 11 | f/11
f / 13 | f/13
f / 16 | f/16
f / 20 | f/20
f / 22 | f/22
Custom Resolution | 自定义分辨率
Custom Ratio | 自定义比率
Landscape | 景观
Portrait | 肖像
Off | 关
Cylinder Wire | 气缸钢丝
Shaded | 遮住的
Saves Camera Preset file into Scripts>Presets>Photographer | 将相机预设文件保存到脚本>预设>摄影师
Saves Lens Preset file into Scripts>Presets>Photographer | 将镜头预设文件保存到脚本>预设>摄影师
Camera Presets | 相机预设
Save Camera preset | 保存相机预设
Lens Presets | 镜头预设
Lens Effects Presets | 镜头效果预设
Save Lens preset | 保存镜头预设
Save Lens Effects preset | 保存镜头效果预设
Exposure Presets | 曝光预设
Save Exposure preset | 保存曝光预设
Resolution Presets | 分辨率预设
Save Resolution preset | 保存分辨率预设
.jpeg | .jpeg
.png | .png
/m\u00B2 | /m\u00B2
Camera | 摄像头
Light Mixer | 光混合器
Light Size changed | 灯光大小已更改
Recalculate Intensity | 重新计算强度
No Light selected and active | 未选择和激活灯光
Intensity | 强度
Irradiance | 辐照度
Lux | 勒克斯
No Light in the Scene | 场景中没有灯光
Power | 电源
Watts | 瓦特
Efficacy | 疗效
Lumen | 流明
Candela | 坎德拉
Disk Angle | 圆盘角度
Size | 尺寸
Source Radius | 震源半径
Spread | 传播
Cone | 圆锥体
Blend | 混合
Diffuse | 弥漫的
Specular | 镜面反射
Volume | 音量
Glossy | 有光泽的
Shadows | 阴影
Contact Shadows | 联系阴影
Caustics | 焦散
Gain | 增益
Add Point | 添加点
Add Sun | 添加太阳
Add Area | 添加区域
Add Spot | 添加点
Physical Sun Light Presets | 物理日光预设
Physical Spot Light Presets | 物理聚光灯预设
Save Physical Point Light preset | 保存物理点光源预设
Physical Area Light Presets | 物理区域灯预设
Save Physical Spot Light preset | 保存物理聚光灯预设
Save Physical Sun Light preset | 保存物理日光预设
Physical Point Light Presets | 物理点光源预设
Save Physical Area Light preset | 保存物理区域灯光预设
Physical Light Sun Presets | 物理日光预设
Physical Light Area Presets | 物理灯光区域预设
Click on an object in the viewport to set the focus on its surface | 单击视口中的对象以将焦点设置在其表面上
Autofocus Tracker: Click where you want to place the tracker | 自动对焦跟踪器:单击要放置跟踪器的位置
Autofocus Tracking Cancel | 自动对焦跟踪取消
Show Focus Plane | 显示焦平面
Hide Focus Plane | 隐藏焦平面
Autofocus Single | 自动对焦单
Photographer Focus Tracking | 摄影师焦点追踪
Photographer Focus Tracking Cancel | 摄影师焦点跟踪取消
Adds Plane to visualize focus distance | 添加“平面”以可视化焦距
Removes Focus Plane object | 删除焦平面对象
AF-Track | AF轨迹
Cancel AF Tracking | 取消AF跟踪
Focus Plane Color | 焦平面颜色
Raycast failed. Is the targeted object a mesh? Are you looking through the scene camera in this 3D view? | Raycast失败。目标对象是网格吗?您是否正在查看此3D视图中的场景摄影机?
The camera already has a focus object, which will override the results of the Autofocus | 相机已经有一个对焦对象,它将覆盖自动对焦的结果
Active space must be a View3d | 活动空间必须是View3d
Failed to find an object under the mouse, the Tracker could not be placed | 在鼠标下找不到对象,无法放置跟踪器
fstop | fstop
fl | fl
sw | sw
sh | sh
cam_matrix | cam_trix
tracker_matrix | 跟踪器矩阵
dist | dist
lens_shift | 镜头移位
sf | sf
rX | rX
rY | rY
vfov | vfov
Auto Exposure: Set EV key | 自动曝光:设置EV键
Set Exposure Key | 设置曝光键
Enable Bokeh Texture | 启用散景纹理
Disable Bokeh Texture | 禁用散景纹理
Enable Optical Vignetting | 启用光学渐晕
Disable Optical Vignetting | 禁用光学渐晕
Fix Display Type | 修复显示类型
Adds Bokeh plane and material | 添加散景平面和材质
Deletes Bokeh Plane mesh | 删除散景平面网格
Material | 材料
Adds Optical Vignetting cube and material | 添加光学渐晕立方体和材质
Delete Optical Vignetting object | 删除光学渐晕对象
Brightness | 亮度
anamorphic_ratio | 变形比
EEVEE requires the Optical Vignetting object Display Type to be Textured | EEVEE要求光学渐晕对象显示类型为纹理
Optical Vignetting Mask | 光学遮光口罩
ov_rotation | ov_旋转
focal | 焦点的
aperture | 孔径
unit_scale | 单位_比例
Scale | 规模
bokeh_rotation | bokeh_rotation
bokeh_brightness | bokeh_brighty
bokeh_contrast | 博克交易
ov_scale | ov_scale
Switch to this camera | 切换到此相机
Look through the previous or next camera | 查看上一个或下一个摄像头
Set Drone Camera keyframe | 设置无人机相机关键帧
Create a Drone Camera that can fly to other cameras | 创建一个可以飞到其他相机的无人机相机
Cyles through cameras in the scene | 通过场景中的相机进行循环
Set animation keyframe on Drone Camera position, focal length, exposure, focus distance and white balance | 在无人机相机位置、焦距、曝光、焦距和白平衡上设置动画关键帧
Delete from all Scenes | 从所有场景中删除
DroneCamera | 无人机摄像头
Delete Global | 删除全局
There is already an object named Drone Camera which isn't a camera. Please delete or rename it | 已经有一个名为Drone Camera的对象不是相机。请删除或重命名
No Active Scene camera to duplicate | 没有要复制的活动场景摄影机
Drone Camera: Matching... | 无人机摄像头:匹配。。。
Look through | 仔细看看
There is no Drone Camera in the scene. Please create one first | 场景中没有无人机相机。请先创建一个
Add Drone Camera | 添加无人机摄像头
Duplicate Camera | 复制相机
Add Camera | 添加摄像头
Delete Camera | 删除相机
Set Passepartout to 1 | 将Passepartout设置为1
Scan | 扫描
Set Main Camera | 设置主摄像头
Create Emissive Material | 创建发射材料
Assign Emissive Material to active Material Slot | 将发射材料指定给活性材料槽
Add Emissive Controls | 添加发射控制
Enable Emissive | 启用发射
Enable all Emissives in Material | 启用材质中的所有发射
Add Backface Culling Nodes | 添加背面消隐节点
Scan all materials to find Emission nodes that are not muted | 扫描所有材质以查找未静音的发射节点
Shift-Click to replace all material slots | Shift单击以替换所有材质槽
Inserts Value and RGB multiplier into the Emissive shader | 将值和RGB乘数插入到“发射”着色器中
Name of the material | 材料名称
Shift-Click to Solo this Emissive | 按住Shift键单击以独奏此发射
Emissive Color | 发射颜色
Only in Object Mode | 仅在对象模式下
Name | 姓名
Shader Type | 着色器类型
BackfaceCulling | 背面剔除
Strength | 实力
Replace all material slots | 更换所有材料槽
Color Input | 颜色输入
Strength Input | 强度输入
Color Multiplier | 颜色倍增器
Strength Multiplier | 力量倍增器
Emission | 排放
Simple Emission Shader | 简易发射着色器
Principled BSDF | BSDF原则
Principled BSDF with Emission | 带排放的BSDF原理
Expand Collection | 展开收藏
Expand Lightgroup | 展开灯光组
Show more settings | 显示更多设置
Shift-Click to expand all Collections | Shift单击展开所有收藏
Show Lights that are part of this Lightgroup | 显示属于此灯光组的灯光
Shift-Click to expand options for all lights or materials | 按住Shift键并单击以展开所有灯光或材质的选项
Add Exposure Node | 添加曝光节点
Pick Exposure | 选择曝光
Disable Exposure Node | 禁用曝光节点
Remove Exposure from Compositing and use Color Management Exposure | 从合成中删除曝光并使用颜色管理曝光
Pick a mid grey area in the 3D view to adjust the Exposure | 在三维视图中选择一个中间灰色区域以调整曝光
No 3D view found | 未找到三维视图
Set key on Focal Length, Focus Distance and Camera location | 设置焦距、焦距和相机位置
Dolly Zoom | 滑动变焦
Automatic Lens Shift | 自动镜头切换
Set Dolly Zoom Key | 设置推拉缩放键
Enable Post Effects | 启用后期效果
Calculates Lens Shift from current Camera rotation to make vertical lines parallel | 计算当前摄影机旋转的镜头偏移,使垂直线平行
Adds Post Effects node in Compositing. Requires 3.5 for Viewport realtime compositing | 在合成中添加后期效果节点。Viewport实时合成需要3.5
Focal Length: | 焦距:
View3D not found, cannot run operator | 找不到View3D,无法运行运算符
Impossible to calculate Lens Shift, the Camera has no vertical rotation | 无法计算镜头偏移,相机没有垂直旋转
Creates Lightgroup | 创建灯光组
Add Selected lights to Light Group | 将选定灯光添加到灯光组
Camera vertical rotation is too extreme, reduce angle to calculate Lens Shift | 相机垂直旋转太极端,减小角度以计算镜头偏移
Add Lightgroups from Collections | 从集合中添加灯光组
Remove Selected lights from Lightgroup | 从灯光组中删除选定的灯光
Delete Lightgroup | 删除灯光组
Enable Lightgroup | 启用灯光组
Enable Emissive Lightgroup | 启用发光组
Add Light Groups blending graph | 添加灯光组混合图
Add Lightgroup and assign selected lights and meshes to it | 添加灯光组并为其指定选定的灯光和网格
Assigns Light Group to selected Lights | 将灯光组指定给选定的灯光
Creates Lightgroups from Collections | 从集合中创建灯光组
Selected lights will join the 'No Light Group' box | 选定的灯光将加入“无灯光组”框
Lights from the deleted Lightgroup will join the 'No Light Group' box | 已删除的灯光组中的灯光将加入“无灯光组”框
Toggle lights inside Lightgroup | 切换Lightgroup内的灯光
Toggle Emissive materials inside Lightgroup | 切换Lightgroup内的发射材质
Connects all Lightgroups together in Compositing for post-render adjustments | 在合成中将所有灯光组连接在一起,以进行渲染后调整
No Light Group found, won't create Compositing graph. | 未找到灯光组,将不会创建合成图。
Light Groups | 灯光组
World | 世界
Light Group Name | 灯光组名称
PG_Lightgroups_Frame | PG_灯组_框架
Draw the text like 'option : key' or just 'option' | 绘制类似“option:key”或“option”的文本
Return the dimensions of each part of the text | 返回文本各部分的尺寸
Add Light | 添加灯光
Add Light Target | 添加灯光目标
Light Modal | 轻型模态
Delete Light | 删除灯光
Enable Light | 启用灯光
World changed! Refresh Preview | 世界变了!刷新预览
Enter modal that helps you positionning your light around its target | 输入模态,帮助您将灯光定位在目标周围
HDRI preview is outdated as the World changed | HDRI预览版随着世界的变化而过时
SPREAD : | 传播:
Subdivision | 细分
Light Type | 灯光类型
Light not found, make sure to select a light first. | 未找到灯光,请确保先选择一盏灯。
Point | 要点
SunPlacement_Sphere | 日光空间_球体
Area | 面积
Spot | 现货
Sun | 星期日
Enable Gobo Texture | 启用Gobo纹理
Reset to IES Intensity | 重置为IES强度
Refresh Gobo library | 刷新Gobo库
Refresh IES library | 刷新IES库
Adds Gobo texture to the Light material (Cycles Only) | 将Gobo纹理添加到Light材质(仅循环)
Updates Gobo textures, library subfolders and thumbnails | 更新Gobo纹理、库子文件夹和缩略图
Updates IES textures, library subfolders and thumbnails | 更新IES纹理、库子文件夹和缩略图
spot_size | spot_size
Resets Light Intensity to 1W in order to use the IES embedded intensity | 将“光强度”重置为1W,以使用IES嵌入强度
gobo_scale_y | gobo_scale_y
gobo_scale | 戈壁滩
gobo_offset_x | gobo_offset-x
gobo_offset_y | gobo_offset-y
Flip Image | 翻转图像
Reset Resize Resolution | 重置调整分辨率
Resize Canvas | 画布尺寸
Resize Anchor | 调整锚点大小
Revert Resize Canvas | 恢复画布大小
Set Fixed Sensor Fit | 设置固定传感器安装
Test | 测试
Calculate Light Threshold from Exposure | 根据曝光计算光阈值
Calculate Light Threshold according to Exposure to avoid grain in low exposure scenes | 根据曝光计算光阈值,以避免低曝光场景中的颗粒
Auto Light Threshold (see Photographer add-on preferences) | 自动光阈值(请参阅摄影师附加组件首选项)
Select | 选择
Select Cameras or Lights in Collection | 选择收藏中的相机或灯光
Select Lights in Lightgroup | 在灯光组中选择灯光
Select Emissive objects in Lightgroup | 在灯光组中选择发射对象
Select Objects using Emissive Material | 使用发射材质选择对象
Light | 灯光
Shift-Click to toggle selection, Ctrl-Click to remove from selection | Shift单击切换选择,Ctrl单击从选择中删除
Light Exposure Adjust | 曝光调整
Exposure Adjust | 曝光调整
Aim Target: Click where you want to place the target | 瞄准目标:单击要放置目标的位置
Add Target | 添加目标
Delete Target | 删除目标
Refresh Target Names | 刷新目标名称
Remove Aim Target | 删除目标
Aim Target | 瞄准目标
Clear string name search | 清除字符串名称搜索
Clear Enum | 清除枚举
Removes string from field | 从字段中删除字符串
Resets Enum value | 重置枚举值
Check for Updates | 检查更新
Verify if you are running the latest version of the add-on | 验证您是否正在运行该插件的最新版本
Reset White Balance | 重置白平衡
Pick White Balance | 选择白平衡
Add White Balance Node | 添加白平衡节点
Disable White Balance Node | 禁用白平衡节点
Apply | 申请
Pick a grey area in the 3D view to adjust the White Balance.\nShift + Click to reset | 在三维视图中选择一个灰色区域以调整白平衡。\nShift+单击重置
Remove White Balance from Compositing and use Color Management White Balance | 从合成中删除白平衡并使用颜色管理白平衡
Updates White Balance, World Temperature and Light Temperatures after changing the Color Temperature Mode | 更改色温模式后更新白平衡、世界温度和光温度
Add World HDRI | 添加世界HDRI
Add Sky Texture | 添加天空纹理
Enable World | 启用世界
Add Color Controls | 添加颜色控件
Refresh HDRI library | 刷新HDRI库
Cycle between Worlds | 世界之间的循环
Add HDRI Mesh | 添加HDRI网格
Delete HDRI Ground | 删除HDRI地面
Photographer HDRI Rotation | 摄影师HDRI旋转
Fix HDRI Ground color tint and brightness | 修复HDRI底色色调和亮度
Creates HDRI Environment material | 创建HDRI环境材质
Creates Sky Environment material | 创建天空环境材质
Adds White Balance and Blur nodes to the World material | 将白平衡和模糊节点添加到世界材质中
Shift-Click to Solo this light | Shift单击以单独点亮此灯
Updates HDRIs, library subfolders and thumbnails | 更新HDRI、库子文件夹和缩略图
Deletes HDRI Ground based on name given at Ground creation | 根据地面创建时给出的名称删除HDRI地面
Multiplies Background Solid Color to compensate for Scene Exposure | 放大背景纯色以补偿场景曝光
Pick the color of the plane under the current HDRI to fix its tint and brightness | 选择当前HDRI下平面的颜色以固定其色调和亮度
Rotate HDRI using the assigned shortcut and dragging the mouse | 使用指定的快捷方式旋转HDRI并拖动鼠标
Studio Light Rotation: | 工作室灯光旋转:
HDRI_Ground | HDRI_圆形
HDRI Rotation: | HDRI旋转:
Speed | 速度
No 3D view or no HDRI Ground material found | 未找到三维视图或HDRI地面材料
World HDRI Tex | 世界HDRI纺织
Sky Texture | 天空纹理
Axis | 轴
Plane | 飞机
Cube | 立方体
Projects the HDRI on a Cube that receives shadows and lighting | 将HDRI投影到接收阴影和照明的立方体上
Dome | 圆顶
Projects the HDRI on a Dome that receives shadows and lighting | 将HDRI投影到接收阴影和照明的圆顶上
Horizontal | 水平方向
Rotate HDRI Horizontally | 水平旋转HDRI
Vertical | 垂直
Adds an HDRI plane that receives shadows and lighting | 添加接收阴影和照明的HDRI平面
Rotate HDRI Vertically | 垂直旋转HDRI
Camera Pie hotkey | 相机饼图热键
HDRI Rotation using Mouse Drag hotkey | 使用鼠标拖动热键旋转HDRI
Update all lights energy | 更新所有光能
Recalculates energy for all lights in the scene, after changing the Follow Scene Unit Scale setting | 更改“跟随场景单位比例”设置后,重新计算场景中所有灯光的能量
Shows the panel and its settings in the Add-on panel | 在附加组件面板中显示面板及其设置
Adds most important settings into Panel names to keep the UI compact | 将最重要的设置添加到面板名称中,以保持UI简洁
Choose the default Exposure Mode | 选择默认曝光模式
Use Slider for Shutter Speed / Angle | 使用滑块调整快门速度/角度
Use Slider for ISO setting | 使用滑块进行ISO设置
Use Slider for Aperture | 使用滑块作为光圈
AF buttons will still be available in the Add-on panel | AF按钮仍将在附加组件面板中可用
'Lock Camera to View' will still be available in the Add-on panel | “将相机锁定到视图”仍将在“附加组件”面板中可用
Uncheck if you don't plan to use the Drone Camera feature, for a cleaner UI | 如果您不打算使用无人机相机功能,请取消选中,以获得更清晰的用户界面
Photographer will still be accessible in the 3D View panel | 摄影师仍可在3D视图面板中访问
Multiplies lighting power according to the scene Unit Scale | 根据场景单位比例倍增照明功率
Defines the Light Sampling Threshold that will be multiplied by the Exposure Value | 定义将乘以曝光值的光采样阈值
Camera Sensor Size used when creating a new camera | 创建新相机时使用的相机传感器大小
Clip Start for newly created cameras | 新创建相机的剪辑开始
Clip End for newly created cameras | 新创建相机的剪辑结束
Show Passepartout value for newly created cameras | 显示新创建相机的Passepartout值
Passepartout opacity for newly created cameras | 新创建的相机的Passepartout不透明度
Frame the full Viewport when adding a new Camera, instead of keeping the viewport overscan | 添加新摄影机时,将整个视口框化,而不是保持视口过扫描
Defines the function of the Focus Eyedropper in the Compact UI | 定义Compact UI中Focus Eyedropper的功能
Displays Thirds composition guide for newly created cameras | 显示新创建相机的Thirds构图指南
Displays Center composition guide for newly created cameras | 显示新创建相机的中心构图指南
Displays Diagonal composition guide for newly created cameras | 显示新创建相机的对角线构图指南
Displays Golden Ratio composition guide for newly created cameras | 显示新创建相机的黄金比例构图指南
Displays Golden Ratio Triangle A composition guide for newly created cameras | 显示黄金比例三角形新创建相机的构图指南
Displays Harmony Ratio Triangle A composition guide for newly created cameras | 显示和谐比三角形新创建相机的构图指南
Displays Harmony Ratio Triangle B composition guide for newly created cameras | 显示新创建相机的和谐比三角形B构图指南
Displays Golden Ratio Triangle B composition guide for newly created cameras | 为新创建的相机显示黄金三角B构图指南
Folder where you store your HDRI images for the World Environment | 用于存储世界环境HDRI图像的文件夹
Incremental default value for the Render Queue | 渲染队列的增量默认值
Automatically rename the World data with the name of the HDRI it is using | 自动将World数据重命名为它正在使用的HDRI的名称
Can be disabled to save memory and the imported images cleaner | 可以禁用以节省内存和导入的图像清洁器
Higher value will increase direction accuracy When pointing at the sky when creating a sunlight | 在创建阳光时指向天空时,更高的值将提高方向精度
Helps with pointing at the Sun position on the World Sphere without colliding with HDRI mesh | 有助于指向世界球体上的太阳位置,而不会与HDRI网格碰撞
Prefix for the widget objects | 小部件对象的前缀
Name for the collection the widgets will appear | 小部件将显示的集合名称
Gumroad | Gumroad
Blender Market | 搅拌机市场
Press 'Check for Updates' to verify if you are | 按“检查更新”以验证您是否
Panel Category: | 面板类别:
Light Mixer Panel Category: | 光混合器面板类别:
Hotkeys: | 热键:
Add Camera Pie hotkey | 添加相机饼图热键
Add HDRI Rotation hotkey | 添加HDRI旋转热键
World HDRI folder: | 世界HDRI文件夹:
Optical Vignetting folder: | 光学渐晕文件夹:
Bokeh folder : | 散景文件夹:
Light Gobo folder : | Light Gobo文件夹:
IES Profiles folder : | IES配置文件文件夹:
STMaps folder: | STMaps文件夹:
Film Grain folder: | 胶片颗粒文件夹:
Default Camera List Sorting : | 默认相机列表排序:
Focus Eyedropper : | 焦点滴管:
Full Viewport Framing : | 全视口框架:
Fit inside Sensor : | 安装内部传感器:
Default Sensor Type : | 默认传感器类型:
Default Clip Start/End : | 默认剪辑开始/结束:
Default Passepartout : | 默认通行证:
Default Focus Plane Color : | 默认焦平面颜色:
Default Composition Guides : | 默认合成指南:
Thirds / Center : | 第三/中心:
Center | 中心
Thirds | 第三
Diagonal | 对角线的
Golden : | 金色:
Ratio | 比率
Triangle A | 三角形A
Triangle B | 三角形B
Harmony : | 和谐:
Camera Rig Widget Prefix : | 摄影机装备小部件前缀:
Camera Rig Collection name : | 摄影机装备集合名称:
Default Exposure Mode : | 默认曝光模式:
Use Sliders instead of Presets : | 使用滑块而不是预设:
Exposure Calculation : | 暴露计算:
Color Temperature Mode : | 色温模式:
When changing cameras : | 更换相机时:
Filter | 过滤器
Overblur | 过度模糊
Documentation | 文档
Resolution Limit | 分辨率限制
Light Sampling Threshold : | 光采样阈值:
Video Tutorials | 视频教程
Blender Artists Forum | Blender艺术家论坛
PolyHaven HDRIs | PolyHaven HDRI
IES Library | IES图书馆
Gobo Textures [Flora] | Gobo纹理[植物]
Camera List | 摄像头列表
Position Bookmarks | 位置书签
Lens | 镜头
Depth of Field | 景深
Focus | 福库斯
Resolution | 决心
Post FX | 动态模糊
Exposure | 暴露
White Balance | 白平衡
View Layer | 查看图层
Render Queue | 渲染队列
World Mixer | 世界混音器
Emissive Mixer | 发射混合器
Show Compact UI | 显示简洁的用户界面
Preferences Tab | 首选项选项卡
Default Exposure Mode | 默认曝光模式
Reset Exposure when not overriden | 未覆盖时重置曝光
Reset White Balance when not overriden | 未覆盖时重置白平衡
Aperture | 光圈
Shutter Speed / Angle | 快门速度/角度
Show Autofocus buttons in 3D View header | 在三维视图标题中显示自动聚焦按钮
Show 'Lock Camera to View' button in 3D View header | 在3D视图标题中显示“锁定相机以查看”按钮
Show Photographer panel in Image and Node editors | 在图像和节点编辑器中显示摄影师面板
Show Drone Camera feature | 显示无人机摄像头功能
Use Physical lights | 使用物理灯光
Follow Scene Unit Scale | 遵循场景单位比例
Keep showing Blender Light panels | 继续显示Blender Light面板
Keep showing Blender Camera panels | 继续显示Blender相机面板
Match Blender ACES to Unreal ACES | 将Blender ACES与虚幻ACES匹配
Lens Attenuation factor | 透镜衰减系数
Default Light Threshold | 默认灯光阈值
Hide warning | 隐藏警告
Automatic Light Threshold | 自动光阈值
Default Sensor Type | 默认传感器类型
Clip Start | 剪辑开始
Clip End | 剪辑结束
Show Passepartout | 显示Passepartout
Passepartout Alpha | 路路通阿尔法
Default Focus Plane Color | 默认焦平面颜色
Full Viewport Framing | 全视口框架
Focus Eyedropper function | 聚焦滴管功能
Show Thirds Composition Guide | 《Show Thirds作曲指南》
Show Center Composition Guide | 展览中心构图指南
Show Diagonal Composition Guide | 显示对角线构图指南
Show Golden Ratio Composition Guide | 黄金比例构图指南
Show Golden Ratio Triangle A Composition Guide | 展示黄金三角构图指南
Show Golden Ratio Triangle B Composition Guide | 展示黄金三角B构图指南
Show Harmony Ratio Triangle A Composition Guide | 显示和谐比三角形构图指南
Show Harmony Ratio Triangle B Composition Guide | 显示和谐比三角形B构图指南
Default Incremental | 默认增量
Default Light Unit | 默认灯光单位
Default Sunlight Unit | 默认日光装置
Irradiance W/m2 | 辐照度W/m2
Power (Advanced) | 电源(高级)
Efficacy (lm/W) | 功效(lm/W)
Normalize by Color Luminance | 按颜色亮度归一化
Per square meter | 每平方米
Custom Distance | 自定义距离
Distance | 距离
Shadow Bias | 阴影偏差
Contact Shadows Bias | 接触阴影偏差
Contact Shadows Thickness | 接触阴影厚度
Jitter | 抖动
Sun Type | 太阳类型
Sun Gain | 太阳增益
Optical Vignetting Library Path | 光学渐晕库路径
Bokeh Library Path | Bokeh库路径
Light Gobo Library Path | Light Gobo图书馆路径
Distortion STMap Library Path | 畸变STMap库路径
Film Grain textures Library Path | 胶片纹理库路径
HDRI Library Path | HDRI库路径
Rename World automatically with HDRI texture name | 使用HDRI纹理名称自动重命名世界
Loads HDRI automatically when changing Category | 更改类别时自动加载HDRI
Hide HDRI Meshes during Sun Placement | 在放置日光时隐藏HDRI网格
Bone Widget collection name | 骨小部件集合名称
Camera Widget prefix | 相机小部件前缀
Color Temperature Mode | 色温模式
Hotkey added in User Preferences -> Keymap -> 3D View -> 3D View (Global) | 在“用户首选项”->“键盘映射”->“3D视图”->“三维视图(全局)”中添加热键
Add hotkey to Photographer's Camera Pie menu | 将热键添加到摄影师的相机饼图菜单
Add hotkey to Photographer's HDRI Rotation using the mouse drag | 使用鼠标拖动将热键添加到摄影师的HDRI旋转中
clears all addon level keymap hotkeys stored in addon_keymaps | 清除存储在addon_keymaps中的所有插件级keymaps热键
Changelog | 变更日志
Add-on Panel visibility: | 附加面板可见性:
Use Physical Lights (supported by Cycles, EEVEE, Workbench) | 使用物理灯光(由Cycles、EEVEE、Workbench支持)
Sun Placement Precision | 太阳放置精度
Default Sunlight Unit: | 默认日光单位:
Default Sunlight Type: | 默认日光类型:
Default Sunlight Intensity: | 默认日光强度:
Default Light Unit: | 默认灯光单位:
Default Light Intensity: | 默认光强度:
Auto update | 自动更新
Default EEVEE Light settings: | 默认EEVEE灯光设置:
Useful links : | 有用链接:
Free Libraries : | 免费图书馆:
Screen Resolution | 屏幕分辨率
Library | 图书馆
Exposure / WB | 暴露/WB
Render | 伦德尔
Light Color | 亮色
Light Target Tracking on an object | 物体上的光目标跟踪
Gobo Texture Scale | Gobo纹理比例
Gobo Texture Scale Y | Gobo纹理比例Y
Gobo Texture Offset X | Gobo纹理偏移X
Gobo Texture Offset Y | Gobo纹理偏移Y
Gobo Subfolder category | Gobo子文件夹类别
Gobo Texture Opacity | Gobo纹理不透明度
IES Subfolder category | IES子文件夹类别
Light Falloff Smoothness, adjusts decay curve | 光衰减平滑度,调整衰减曲线
Use Physical Light | 使用物理光
Use Light Color Temperature | 使用光色温度
Light Unit | 灯光单元
Per square meter (/m\u00B2) | 每平方米(/m\u00B2)
Shape | 形状
Cone Angle (Size) | 锥角(尺寸)
Light Target | 轻型目标
Gobo Texture | Gobo纹理
Scale Y | 比例Y
Offset X | 偏移X
Offset Y | 偏移Y
Gobo Category | Gobo类别
Repeat Gobo Texture | 重复Gobo纹理
Link Gobo to Spot Size | 将Gobo链接到Spot大小
IES Profile | IES简介
IES Category | IES类别
Light Falloff | 灯光衰减区
Rotates the Sun using Azimuth and Elevation | 使用方位角和仰角旋转太阳
Horizontal rotation of the Sun | 太阳的水平旋转
Vertical rotation of the Sun | 太阳的垂直自转
Size Y | 尺寸Y
Azimuth | 方位角
Use Horizontal Coordinate System | 使用水平坐标系
Elevation | 高程
Opacity | 不透明度
Falloff Smoothness | 衰减平滑度
Expand Material Emissive settings | 展开“材质发射”设置
Solo | 独奏
Backface Culling | 背面消隐
Use Emissive Color Temperature | 使用发射色温
Show More | 显示更多
Enable Lens Effects (uses Compositing) | 启用镜头效果(使用合成)
Enable Distortion | 启用失真
Choose between Simple (Blender Lens Distortion) or an STMap to create Lens Distortion | 在简单(Blender镜头失真)或STMap之间进行选择,以创建镜头失真
Percentage of scaling up to fix missing potential missing pixels after STMap distortion | STMap失真后,为修复丢失的潜在像素而进行的放大百分比
Barrel distortion using positive values, Pin cushion distortio using negative values | 筒体变形使用正值,销垫变形使用负值
Enable Lateral Chromatic Aberration | 启用横向色差
Amount of channels and blur offset to create Lateral Chromatic Aberration on the corner of the image | 在图像角落创建横向色差的通道数量和模糊偏移量
Choose Red and Cyan, Blue and Yellow or Green and Purple chromatic aberration | 选择红色和青色、蓝色和黄色或绿色和紫色色差
Enable Fringing from bright areas of the image | 启用图像明亮区域的条纹
Amount of Fringing | 边缘量
Fringing bluriness | 边缘发蓝
Pixels with brightness higher than this value participate to fringing | 亮度高于此值的像素会参与边缘化
Fringing from lenses is usually purple behind the focus point due to longitudinal chromatic aberration | 由于纵向色差,透镜的条纹通常在焦点后呈紫色
Enable Glare Streaks | 启用眩光条纹
Choose between Gaussian (compatible with Viewport) and Glare node (not compatible with 4.2 Viewport) | 在高斯(与视口兼容)和眩光节点(与4.2视口不兼容)之间进行选择
Pixels with brightness higher than this value will create Bloom | 亮度高于此值的像素将创建Bloom
Relative to the initial size of bright area of pixels | 相对于像素亮区的初始大小
If not set to High, the effect will be applied to a low-res copy of the image | 如果未设置为“高”,则效果将应用于图像的低分辨率副本
Stretches Bloom horizontally or vertically | 水平或垂直伸展绽放
Controls saturation of Bloom | 控制Bloom的饱和度
Usually corresponds to the number of Aperture blades | 通常对应于光圈叶片的数量
Pixels with brightness higher than this value will create Streaks | 亮度高于此值的像素将产生条纹
Enable Vignetting. Note that Optical Vignetting can also be used to achieve such effect | 启用渐晕。请注意,光学渐晕也可用于实现这种效果
Vignetting Mask Falloff | 晕染面膜衰减
Vignetting opacity | 渐晕不透明度
Enable Sharpen controls for image post-sharpening | 启用图像锐化后的锐化控件
Sharpen Amount | 锐化量
Sharpen Radius | 锐化半径
Enable Lens Softness controls | 启用镜头柔和度控制
Enable Film Grain controls | 启用胶片颗粒控制
Distortion | 扭曲
Enable frame animation | 启用帧动画
Distortion Type | 畸变类型
Distortion Amount | 畸变量
Scale Compensation | 比例补偿
STMap Image | STMap图像
Lateral Chromatic Aberration | 横向色差
Lateral Chromatic Aberration Amount | 横向色差量
Lateral Chromatic Aberration Colors | 横向色差颜色
Fringing | 边缘
Fringing Amount | 附加金额
Fringing Size | 边缘尺寸
Fringing Threshold | 边缘阈值
Bloom | 布鲁姆
Bloom Amount | 开花量
Bloom Type | 开花类型
Bloom Threshold | 开花阈值
Bloom Size | 花朵大小
Bloom Quality | 开花质量
Bloom Stretch Ratio | 布鲁姆拉伸比
Bloom Saturation | 开花饱和度
Streaks | 条纹
Streaks Amount | 条纹数量
Number of Streaks | 条纹数量
Streaks Threshold | 条纹阈值
Streaks Angle offset | 条纹角度偏移
Streaks Fade Length | 条纹褪色长度
Vignetting | 图像四周暗角
Vignetting Amount | Vigneting金额
Vignetting Width | 渐晕宽度
Vignetting Falloff | 警惕法洛夫
Vignetting Height | 渐晕高度
Sharpen | 锐化
Lens Softness | 镜头柔软度
Lens Softness Amount | 镜头柔化量
Blur Size | 模糊大小
Center Softness | 中心柔软度
Corner Falloff | 角落衰减
Corner Width | 拐角宽度
Film Grain | 胶片颗粒
Corner Height | 转角高度
Film Grain Amount | 胶片颗粒量
Film Grain Scale | 胶片粒度
Film Grain Displace | 胶片颗粒置换
Film Grain texture | 胶片纹理
Film Grain Animated | 电影颗粒动画
Lens Effects | 镜头效果
Fringing Color | 条纹颜色
Simple | 简单
Uses Blender Lens Distortion node | 使用Blender镜头畸变节点
STMap | ST地图
Uses STMap. Warning: Viewport rendering is not supported yet | 使用STMap。警告:尚不支持视口渲染
Dispersion | 分散
Uses Blender Lens Dispersion | 使用混合器透镜色散
Red and Cyan Chromatic Aberration | 红蓝色差
Red/Cyan | 红色/青色
Green/Magenta | 绿色/洋红色
Green and Magenta Chromatic Aberration | 绿色和品红色色差
Blue/Yellow | 蓝色/黄色
Blue and Yellow Chromatic Aberration | 蓝色和黄色色差
Gaussian | 高斯
Uses Gaussian Blur, compatible with Viewport Render | 使用高斯模糊,与视口渲染兼容
Glare | 眩光
Uses Glare Node, soon to be deprecated | 使用Glare Node,即将被弃用
Low | 低
Medium | 中等
High | 高
Filter by name | 按名称筛选
Reverse Sorting order | 反向排序顺序
Invert filtering (show hidden items, and vice versa) | 反转过滤(显示隐藏项,反之亦然)
Hide Cameras and Collections that are excluded from the current View Layer | 隐藏当前视图层中排除的摄影机和集合
New Horizontal Resolution after Resize | 调整大小后的新水平分辨率
New Vertical Resolution after Resize | 调整大小后的新垂直分辨率
New Long Edge Resolution after Resize | 调整大小后的新长边分辨率
Resize Offset X added to current Resolution X | 调整添加到当前分辨率X的偏移X的大小
Resize Offset Y added to current Resolution Y | 调整添加到当前分辨率Y的偏移量Y
Resize Offset added to current Resolution Long Edge | 调整添加到当前分辨率长边的偏移量
Multiplies Resolution X with Pixel Percentage X to define new Resolution | 将分辨率X与像素百分比X相乘以定义新的分辨率
Multiplies Resolution Y with Pixel Percentage Y to define new Resolution | 将分辨率Y与像素百分比Y相乘以定义新的分辨率
Multiplies Long Edge Resolution with Pixel Percentage to define new Resolution | 将长边分辨率与像素百分比相乘以定义新的分辨率
Defines what unit to use to Resize Canvas | 定义用于调整画布大小的单位
Anchor used to define in which direction the canvas will be resized | 锚点用于定义画布的大小调整方向
HDRI Subfolder category | HDRI子文件夹类别
Apply at Compositing | 应用于合成
Photographer Main Camera | 摄影师主摄像头
Sort by Camera or Collection | 按相机或收藏排序
Cycle through Renderable Cameras only | 仅循环浏览可渲染摄影机
Scene Camera | 场景摄像机
Reverse Order | 反向订单
Hide Excluded | 隐藏已排除
Invert | 使转化
Offset Long Edge | 偏移长边
Pixel Percentage X | 像素百分比X
Pixel Percentage Y | 像素百分比Y
Pixel Percentage Long Edge | 长边像素百分比
Resize Mode | 调整模式大小
Expand World settings | 展开世界设置
Active Light properties | 活动灯光属性
Temperature | 温度
HDRI Category | HDRI类别
Use Color Temperature | 使用色温
HDRI Texture | HDRI纹理
Blur | 模糊
Sort by Light, Collection or Light Group | 按灯光、收藏或灯光组排序
Width | 宽度
Sort by Material, Collection or Light Group | 按材料、收藏或轻组排序
Sort Alphabetically | 按字母顺序排序
Group by Collection | 按收藏分组
Pixels | 像素
Pixels Offset | 像素偏移
Pixels Percentage | 像素百分比
Top Left | 左上角
Left | 左
Bottom Left | 左下角
Top | 顶部
Bottom | 底部
Top Right | 右上角
Right | 正确的
Bottom Right | 右下角
Group by Light Group | 按轻组分组
Horizon Level | 地平线级别
Hue | 色调
Sort by Materials | 按材料排序
Projection Height | 投影高度
Saturation | 饱和
Value | 价值观
Clamp | 夹紧
Background Color | 背景颜色
Background Color Opacity | 背景颜色不透明度
Emissive Strength | 发射强度
Best results when using the height (in meters) of the camera that was used during the capture | 使用拍摄过程中使用的相机高度(以米为单位)时效果最佳
Solid Color that replaced the Skuy visible to Camera, while keeping its lighting contribution | 纯色,取代了相机可见的Skuy,同时保持了其照明贡献
Replace visble Sky with Solid Color while keeping its lighting contribution | 用纯色替换可见天空,同时保持其照明贡献
Render through Render Queue | 通过渲染队列进行渲染
Render Active Camera | 渲染活动摄影机
Bake Animated properties | 烘焙动画属性
Export Render files | 导出渲染文件
Render Q | 渲染Q
Add Token | 添加令牌
Choose which cameras will be exported | 选择要导出的摄像头
Saves each render as a new image file with incremented suffix number | 将每个渲染保存为具有递增后缀号的新图像文件
Stores new render automatically in the next Render Slot (limited to 8) | 将新渲染自动存储在下一个渲染槽中(限制为8个)
Each Camera will save files in its own folder | 每个相机都会将文件保存在自己的文件夹中
Assign the Render Path above to all File Output nodes in Compositing. \n | 将上述渲染路径指定给“合成”中的所有“文件输出”节点。n
Adds Name of the File Output node to the rendered image. \n | 将“文件输出”节点的名称添加到渲染图像中。n
Render still frame or animation | 渲染静止帧或动画
Will start the Render in the background using command line rendering | 将使用命令行渲染在后台启动渲染
Render Drone Camera | 渲染无人机相机
Available tokens to add to render output file path | 可添加到渲染输出文件路径的可用标记
Render All Enabled | 渲染全部启用
Render Selected | 渲染选定内容
Do you want to render animations | 是否要渲染动画
for all renderable cameras? | 对于所有可渲染的相机?
Incremental: | 增量:
Press ESC to cancel the render at anytime. | 随时按ESC键取消渲染。
Save | 保存
Slot | 狭槽
Render Queue Mode | 渲染队列模式
Cameras | 摄像头
Increment | 增量
Bake Animations | 烘焙动画
Increment Save | 增量保存
Increment Slot | 增量插槽
Use Folder structure | 使用文件夹结构
Overwrite File Output nodes path | 覆盖文件输出节点路径
Render Mode | 渲染模式
Add File Output node Name to Filename | 将文件输出节点名称添加到文件名
Background Render | 背景渲染
File Path Tokens | 文件路径令牌
No cameras to render | 没有要渲染的相机
Start | 起点
Already rendering, press ESC to cancel the current render. | 已经渲染,按ESC键取消当前渲染。
End | 终点
Render Active Only | 仅渲染为活动状态
Invalid path, the export has been cancelled. | 路径无效,导出已取消。
Invalid path, the render has been cancelled. | 路径无效,渲染已取消。
Step | 步骤
Render Enabled Cameras | 启用渲染的摄影机
Render Selected Cameras | 渲染选定摄影机
Output path not defined. Please, define the output path on the render settings panel | 未定义输出路径。请在渲染设置面板上定义输出路径
Video output formats (AVI, FFMPEG) are not supported. Please use Image file formats instead. | 不支持视频输出格式(AVI、FFMPEG)。请改用图像文件格式。
Export failed. Please save your scene first. | 导出失败。请先保存您的场景。
Scene | 场景
Blend File | 混合文件
Found no camera to export. Choose which cameras to export in the File browser Options panel that opens. | 找不到要导出的相机。在打开的“文件浏览器选项”面板中选择要导出的相机。
Replaces with Blend file name | 替换为Blend文件名
Replaces with Scene name | 替换为场景名称
Replaces with World name | 替换为世界名称
Replaces with Active Camera name | 替换为活动摄影机名称
Denoise | 去噪
Adds Denoised if enabled | 如果启用,则添加降噪
Min Samples | 最小样本数
Adds Max Samples if enabled | 如果启用,则添加最大采样数
Adds Noise Threshold if enabled | 如果启用,则添加噪声阈值
Replaces with current Date | 替换为当前日期
Date YYMMDD | 日期年月日
Time HHMMSS | 时间HHMMSS
Replaces with current Time | 用当前时间替换
File Format | 文件格式
Replaces with Image File Format | 替换为图像文件格式
View Transform | 视图转换
Replaces with View Fransform | 替换为View Fransform
Create driver to a property on the rig | 为钻机上的属性创建驱动程序
Create bones for the dolly camera rig | 为推拉摄影机装备创建骨骼
Create bones for the crane camera rig | 为起重机摄影机装备创建骨骼
Finish setting up Dolly and Crane rigs | 完成推车和起重机的安装
Create bones for the 2D camera rig | 为二维摄影机装备创建骨骼
Create stuff common to all camera rigs. | 创建所有相机装备共有的东西。
Dolly and crane entries in the Add Object > Camera Menu | 添加对象>摄影机菜单中的推拉和起重机条目
Build Camera Rig | 构建相机装备
Build a Camera Rig | 构建相机装备
rotation_shift | 旋转_换档
Type of camera to create | 要创建的相机类型
Crane Camera Rig | 起重机摄像装置
Dolly Camera Rig | 多莉相机装置
2D Camera Rig | 二维相机装备
mode | 模式
var | var
%s_%s | %s_%s
res_ | res_
cam_z | cam_z
frame_width | 框架宽度
cam_ | 凸轮_
lens | 透镜
Crane | 起重机
Crane rig | 起重机钻机
2D rig | 2D钻机
Create an empty widget object and return the object | 创建一个空的小部件对象并返回该对象
Create a wedge-shaped widget | 创建楔形小部件
Create a circle-shaped widget | 创建圆形小部件
Create a compass-shaped widget | 创建指南针形状的小部件
Create a camera control widget | 创建相机控制小部件
Create a camera offset control widget | 创建相机偏移控制小部件
Create a camera aim widget | 创建相机瞄准小部件
Aperture (Photographer) | 光圈(摄影师)
data | 数据
Check Lens Panel for settings | 检查镜头面板的设置
Requires Jitter and high Sample count | 需要抖动和高样本计数
Add | 添加
Remove | 删除
Apply Bookmark | 应用书签
Update Bookmark | 更新书签
Add cam | 添加摄像头
Remove cam | 拆下凸轮
Apply Bookmark position to current Scene Camera | 将书签位置应用于当前场景摄影机
Update Bookmark with current Scene Camera Position | 使用当前场景摄影机位置更新书签
Cam name | 摄像头名称
Cam Location | 凸轮位置
Cam Rotation | 凸轮旋转
Position | 职位
Index | 索引
Camera list for Photographer Panel | 摄影师面板的相机列表
Camera Collection list for Photographer Panel | 摄影师面板的相机收藏列表
No Camera in the Scene | 场景中没有摄像头
Lock Camera to View | 锁定摄像头以查看
Border | 边界
Local Camera | 本地摄像头
Render Active | 仅渲染选择的物体
Scene Collection | 场景集合
Set Key | 设置密钥
Photographer | 摄影师
Autofocus | 自动对焦
Continuous Autofocus | 连续自动对焦
Set LuxCore device to GPU | 将LuxCore设备设置为GPU
Disable Soft Shadows | 禁用软阴影
Auto Exposure requires using GPU device | 自动曝光需要使用GPU设备
Click to disable EEVEE Soft Shadows that may lock Auto Exposure into an infinite update loop | 单击以禁用EEVEE软阴影,这可能会将自动曝光锁定到无限更新循环中
This is the Main Camera, but is it not currently Active. | 这是主摄像头,但当前未处于活动状态。
This is not the Active Camera. | 这不是活动摄像头。
Changing settings won't be visible in the viewport. | 更改设置在视口中不可见。
Frame | 框架
Passepartout | 路通
Composition Guides | 构图指南
Anamorphic Ratio | 变形比
Make Active Camera | 制作活动相机
M - EV | 电动汽车
A - EV | A-EV
Requires GPU device | 需要GPU设备
Soft shadows might cause issues | 柔和的阴影可能会导致问题
Enable Motion Blur | 启用运动模糊
Settings need to be reapplied | 需要重新应用设置
Exposure won't be visible in Viewport. | 曝光在视口中不可见。
EV Guide: | 电动汽车指南:
Consider turning on Viewport Compositing. | 考虑启用“视口合成”。
Potential Sampling issue | 潜在的取样问题
White Balance won't be visible in Viewport. | 白平衡在视口中不可见。
Tracking | 追踪
Enable AF-C | 启用AF-C
Animate AF | 设置AF动画
Flip Camera | 翻转摄像头
Main | Main
Exp. Compensation | 离职补偿
Aperture F-stop / DOF only | 仅光圈F-stop/DOF
Affect Motion Blur | 影响运动模糊
Affect Depth of Field | 影响景深
Update Light Threshold | 更新光阈值
Hyperfocal Distance: | 超焦距:
Emissive Material List for Emissive Mixer panel | 发射混合器面板的发射材料清单
Light List for Lightmixer panel | Lightmixer面板的灯光列表
Add Emissive | 添加发射
No Emissive material in the Scene | 场景中没有发射材质
Emissive node Missing. Press to Scan | 发射节点缺失。按扫描
Missing Node, please Scan again | 缺少节点,请重新扫描
Create | 创建
No Light Group | 无光组
This may take a few minutes. | 这可能需要几分钟的时间。
Will create small PNGs next to the HDRIs, if missing. | 如果缺少,将在HDRI旁边创建小PNG。
Include all HDRIs for faster menus | 包括所有HDRI以实现更快的菜单
Will create PNG thumbnails to preview IES profiles. | 将创建PNG缩略图以预览IES配置文件。
Generate Missing Thumbnails | 生成缺失的缩略图
Generate IES profiles Thumbnails | 生成IES配置文件缩略图
- Base Folder - | -基本文件夹-
Light Properties | 灯光属性
-Base Folder- | -基本文件夹-
Ray Properties | 射线属性
Repeat | 重复
Radius | 半径
Lightgroup: | 灯光组:
Transmission | 变速器
Bias | 偏见
Softness | 柔软度
Trace Distance | 轨迹距离
Calculate Light surface area | 计算灯光表面积
Calculate Light brightness | 计算灯光亮度
Switch Color Mode | 切换颜色模式
Apply Light Settings | 应用灯光设置
Physical Light | 物理光
Shadow | 影子
Influence | 影响力
Spot Shape | 斑点形状
Apply Object size and calculate light surface area | 应用对象大小并计算光表面积
Calculate Light brightness with new Spot sizea | 使用新的Spot尺寸计算灯光亮度a
Beam Shape | 梁形状
Choose between Temperature in Kelvin and Color RGB | 在开尔文温度和RGB颜色之间进行选择
If you changed Render engines and settings outside of the Photographer addon, reapply the settings to make sure they are up to date | 如果在“摄影师”插件之外更改了渲染引擎和设置,请重新应用这些设置以确保它们是最新的
Properties changed outside of Photographer | 在摄影师之外更改属性
Stop Adjusment | 停止调整
Recalculate Light Intensity | 重新计算光强度
-1 EV | -1电动汽车
-0.5 EV | -0.5电动汽车
+0.5 EV | +0.5电动汽车
+1 EV | +1电动汽车
Soft Falloff | 软衰减
Use Horizontal Coordinate | 使用水平坐标
Size X | 尺寸X
Light size has changed and needs to be recalculated. | 灯光大小已更改,需要重新计算。
Portal | 门户
Volume Scatter | 体积散点
Cone Angle has changed and brightness needs to be recalculated | 锥角已更改,需要重新计算亮度
Photographer Camera | 摄影师相机
Physical Point | 物理点
Physical Sun | 物理太阳
Physical Area | 物理区域
Physical Spot | 物理点
Photographer Camera Pie | 摄影师相机派
Type | 类型
Previous | 上一页
Viewport Render | 视口渲染
Focus Object | 聚焦对象
Upscale % | 高档%
Lateral CA | 侧向CA
Scale X | 比例X
Threshold | 门槛
Quality | 质量
Stretch Ratio | 拉伸比
Angle | 角度
Number | 编号
Fade | 褪色
Falloff | Falloff
Displace | 更换
Animated | 有生气的
Camera Post FX | 相机后置FX
Viewport Compositing not supported | 不支持视口合成
Set Zoom for accurate size in Viewport | 在视口中设置缩放以获得准确的大小
Resize Canvas (Experimental) | 调整画布大小(实验)
Resolution X | 决议X
Ratio X | 比率X
Requires a fixed Sensor Fit | 需要固定的传感器安装
Remove Main Camera | 移除主摄像头
Set Scene Camera as Main Camera | 将场景摄影机设置为主摄影机
HDRI Ground | HDRI接地
Sky is set to None | 天空设置为无
world | 世界
No Background nodes in World shader | World着色器中没有背景节点
Strength: | 实力:
Please set your HDRI library path: | 请设置HDRI库路径:
Lightgroup | 灯光组
BG Color | 背景顏色
Reflection | 反思
Roughness | 粗糙度
Lighting Distance | 照明距离
Group of properties representing an item in the list. | 表示列表中某个项目的一组属性。
View Layer List for View Panel | 视图面板的视图图层列表
View Layer List for Camera Properties panel | “查看摄影机属性”面板的图层列表
Set active View Layer | 设置活动视图层
Make View Layer renderable | 使视图层可渲染
Remove Active View Layer | 删除活动视图层
Copy current View Layer | 复制当前视图图层
Copy View Layer | 复制视图图层
Render View Layer | 渲染视图层
Remove View Layer | 删除视图层
Use File Output node or EXR Multilayer | 使用文件输出节点或EXR多层
to save each View layers. | 保存每个视图图层。
Render Single Layer (Viewport Only) | 渲染单层(仅视口)
View Layers | 查看图层
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