id|zh Material Maker|Material Maker Powered by|技术支持 File|文件 New material|新建材质 New paint project|新建绘制项目 Load|加载 Load material from website|从网站加载材质 Load recent|最近加载 Save|保存 Save as...|另存为... Save all...|保存所有 Export material|导出材质 Close|关闭 Quit|退出 Edit|编辑 Undo|撤消 Redo|重做 Cut|删除 Copy|复制 Paste|粘贴 Duplicate|复制 Select All|全选 Select None|空选 Invert Selection|反选 Load Selection|加载选择项 Save Selection|保存所选 Set theme|设置主题 Preferences|偏好设置 View|视图 Center view|视角归中 Reset zoom|重置缩放 Show/Hide side panels|显示/隐藏侧面板 Panels|面板 Tools|工具 Create|创建 Create group|创建组 Make selected nodes editable|使选定节点可编辑 Add selected node to library|将选定节点添加到库 Add current brush to library|添加当前笔刷到笔刷库 Create a screenshot of the current graph|创建当前图形的屏幕截图 Painting|绘制 Emission|自发光 Normal|法线 Depth|深度 Texture Size|纹理尺寸 Set environment|设置环境(HDRi) Environment editor|环境编辑器 Generate screenshots for the library nodes|为库节点生成屏幕截图 Help|帮助 User manual|用户手册 Show selected library item documentation|显示选定的库项目文档 Report a bug|报告错误 Material Maker on reddit|在Reddit上的Material Maker About|关于 Library|库 Preview2D|预览2D Preview3D|预览3D Preview2D (2)|预览2D (2) Histogram|直方图 Hierarchy|层次 Reference|参考 Brushes|画笔 Layers|图层 Parameters|参数 Output|输出 Unlock seed|解锁种子 Lock seed|锁定种子 Copy seed|复制种子 Paste seed|粘贴种子 Change seed (left mouse button) / Show seed menu (right mouse button)|更改种子(鼠标左键)/显示种子菜单(鼠标右键) Double-click to write a comment|双击可写评论 Show shader|显示着色器 Shadertoy|Shadertoy Copy to clipboard|复制到剪切板 Greyscale|灰度 Min:|最小值: Max:|最大值: Step:|阶梯化: Default:|默认: OK|确认 Cancel|取消 ab|AB Luminance|亮度 Albedo alpha:|基本色透明度 Metallic alpha:|金属度透明度 Roughness alpha:|糙度透明度 Emission alpha:|自发光透明度 Normal map alpha:|法线贴图透明度 Depth alpha:|深度透明度 Occlusion alpha:|遮挡阿尔法: Layer name|图层名称 albedo|漫反射 Library name:|节点库名称: Library file:|库文件: Click to enter a path|点击输入路径 Manage Libraries|管理库 Filter:|搜索: Brush size|刷子尺寸 Brush hardness|笔刷硬度 Brush opacity|笔刷不透明度 Brush spacing|笔刷间距 None|无 Albedo|漫反射 Metallic|金属度 Roughness|粗糙度 Normal map|法线贴图 Occlusion|阻塞 Mesh configuration|网格配置 UV Scale:|UV缩放 Tesselated|细分 Model|模型 Select|选择 Configure|配置 Rotate|旋转 Off|关闭 Slow|缓慢 Medium|中等 Fast|快速 Generate map|生成贴图 Mesh normal|网格法线 Inverse UV|UV坐标 Curvature|曲率 Ambient Occlusion|环境光遮蔽 Thickness|厚度 Environment|环境 Custom|用户定义 View to texture|视图到纹理 Texture to view|纹理视图 Seams|接缝 Albedo (current layer)|反照率(当前层) Metallic/Roughness (current layer)|金属/粗糙度(当前层) Emission (current layer)|自发光(当前层) Normal (current layer)|法线(当前层) Presets|预设 Invert|反转 Default|默认 Apply|应用 © 2018-2021 Rodolphe Suescun and contributors|© 2018-2021 Rodolphe Suescun 和贡献者 Godot Engine|Godot引擎 99% of Material Maker's code is the awesome Godot Engine|Material Maker 的 99% 的代码都是很棒的 Godot 引擎 Node|节点 path/to/node|路径/到/节点 Short Description:|短描述 Name:|名称: HDRI URL:|HDRI网址: Color:|颜色: Sky Energy:|天空能量: Ambient color:|环境色 Ambient Energy:|环境能量: Sky contribution:|天空贡献: Sun color:|太阳光色: Sun Energy:|太阳光能量: Sun Direction:|太阳方向: Sun Angle:|太阳角: Size:|尺寸: Begin:|开始: End:|结尾: Images:|图片: PNG files|PNG文件 Export|导出 Recent|最近 Favorite|喜爱 blah|乏味 Export target:|导出目标: Extension:|扩展: Condition:|条件: Type:|类型: Texture|纹理 Output:|输出: Model:|模型: Model file|模型文件 Resolution:|解算尺寸: Project:|项目: Project file|项目文件 Value:|数值: name|名称 Label|标签 General|一般 Parameters:|参数: Inputs:|输入: Outputs|输出 Outputs:|输出: Main Code|主要代码 Instance Functions|实例函数 Global Functions|全局函数 Includes:|包括:() float|浮点数 Control:|控制: Confirm when quitting the application|退出应用程序时确认 Language:|语言: Install|安装 Confirm when closing a project|关闭项目时确认 UI scale (0 = auto):|UI缩放(0 = 自动: 3D preview resolution:|3D预览分辨率: 3D preview tesselation detail:|3D预览细分度(置换): 3D preview sun shadow (requires restart)|3D预览太阳阴影(需要重启) Enable VSync|启用垂直同步 FPS limit:|FPS限制: Idle FPS limit:|空闲时FPS限制: Bake|烘焙 Ray count:|射线数量: Ray length:|射线长度: Denoise radius:|降噪半径: Doing this, doing that|做这做那 AdjustHSV|调整HSV Adjust HSV|调整 HSV Adjusts the Hue, Saturation and Value of its input|调整其输入的色相、饱和度和值 Hue|色调 The Hue adjustment|色调调整 Saturation|饱和 The Saturation adjustment|饱和度调整 Value|值 The Value adjustment|数值调整 Input|输入 The input image|输入图像 Shows the image with adjusted Hue, Saturation and Value|显示调整了色相、饱和度和值的图像 Arc pavement|弧形路面 Draws a white shape on a black background|在黑色背景上绘制白色形状 Repeat:|重复 Repeat|重复 The number of repetitions of the whole pattern|整个图案的重复次数 Rows:|行 Rows|行 The number of rows|行数 Bricks:|砖块: Bricks|砖块 The number of bricks per row|每排砖块数 Mortar:|砖缝 Mortar|砖缝 The width of the space between bricks|砖间隔 Bevel:|倒角 Bevel|倒角 The width of the edge of each brick|每块砖边的宽度 Bricks pattern|砖块图案 A greyscale image that shows the bricks pattern|显示砖块图案的灰度图像 Random color|随机颜色 A random color for each brick|每块砖的随机颜色 Brick UV|砖UV An UV map output for each brick, to be connected to the Map input of a CustomUV node|每个砖块的 UV 贴图输出,连接到 用户定义UV 节点的 贴图输入 Auto Tones|自动定调 Finds the minimum and maximum values in the input texture and tone maps it to the full 0.0 - 1.0 range.|查找输入纹理中的最小值和最大值,并将其色调映射到完整的 0.0 - 1.0 范围。 in|输入 out|出 Shows the generated remapped image|显示生成的重映射图像 param0|参数0 Size|尺寸 Buffers are used to find the mininum and maximum values for the input image. If the input has small details a higher resolution buffer might be needed to capture precise min and max values.\n\nNote: The output itself will not be buffered.|缓冲区用于查找输入图像的最小值和最大值。如果输入有小细节,可能需要更高分辨率的缓冲区来捕获精确的最小值和最大值。\n\n注意:输出本身不会被缓冲。 Beehive|蜂巢 Hexagonal tiles pattern|六角贴块图案 Draws a greyscale hexagonal tiles pattern|绘制灰度六边形贴块图案 Size X|尺寸X Size.x|尺寸.x The number of columns of the pattern|图案的列数 Size Y|尺寸Y Size.y|尺寸.y The number of rows of the pattern|图案的行数 Shows the greyscale pattern|显示灰度图案 Shows a random color for each hexagonal tile|显示每个六边形贴块的随机颜色 UV map|UV贴图 Shows an UV map to be connected to the UV map port of the Custom UV node|显示要连接到自定义 UV 节点的 UV 贴图端口的 UV 贴图 Blend|混合 Blends its input, using an optional mask|使用可选遮罩混合其输入 Blend mode|混合模式 The algorithm used to blend the inputs|用于混合输入的算法 Dissolve|溶解 Multiply|乘(正片叠底) Screen|滤色 Overlay|覆盖 Hard Light|强光 Soft Light|柔光 Burn|加深 Dodge|颜色减淡 Lighten|变亮 Darken|变暗 Difference|差值 Opacity|不透明度 The opacity of the blend operation|混合操作的不透明度 Source1|源1 Foreground|前景 The foreground input|前台输入 Source2|源2 Background|背景 The background input|后台输入 Mask|遮罩 The optional opacity mask|可选的不透明蒙版 Shows the result of the blend operation|显示混合操作的结果 Box|盒子 Center X|中心X Center.x|中心X X coordinate of the center of the box|盒子中心的 X 坐标 Center Y|中心Y Center.y|中心Y Y coordinate of the center of the box|盒子中心的 Y 坐标 Center Z|中心Z Center.z|中心.z Z coordinate of the center of the box|盒子中心的 Z 坐标 Size along X axis|沿 X 轴的尺寸 Size along Y axis|沿 Y 轴的尺寸 Size Z|尺寸Z Size.z|尺寸Z Size along Z axis|沿 Z 轴的尺寸 Rot X|旋转X Rot.x|转轴.x Rotation angle around X axis|绕X轴旋转角度 Rot Y|旋转Y Rot.y|转轴.y Rotation angle around Y axis|绕Y轴旋转角度 Rot Z|旋转Z Rot.z|转轴.z A heightmap of the specified box|指定框的高度图 Simple bricks patterns|简易的砖块图案 Generates different bricks patterns, with many useful outputs.|生成不同的砖块图案,具有许多有用的输出。 Pattern|图案 The type of brick pattern|砖纹类型 Running bond|顺砖砌合 Running bond (2)|顺砖砌合(2) HerringBone|鱼骨 Basket weave|篮编织 Spanish bond|西班牙砌砖 The number of rows of a pattern|图案的行数 Columns|列 The number of columns of a pattern|图案的列数 Offset|偏移 The offset of the pattern (not useful for all patterns)|图案的偏移量(不适用于所有图案) Round|圆形的 The radius of the round corners of bricks|砖的圆角半径 Corner|角落 The size of the corner part of each brick (only used by the Corner UV output)|每块砖的拐角部分的大小(仅由拐角 UV 输出使用) Mortar map|砖缝图 A map that affects the Mortar parameter|影响砖缝参数的贴图 Bevel map|倒角贴图 A map that affects the Bevel parameter|影响倒角参数的贴图 Round map|圆角贴图 A map that affects the Round parameter|影响 Round 参数的贴图 Position.x|位置.x The position of each brick along the X axis|每块砖沿 X 轴的位置 Position.y|位置.y The position of each brick along the Y axis|每块砖沿 Y 轴的位置 Corner UV|角落UV An UV map output for each brick corner, to be connected to the Map input of a CustomUV node|每个-砖角-的 UV 贴图输出,连接到 用户定义UV 节点的 贴图 输入 Direction|方向 The direction of each brick (white: horizontal, black: vertical)|每块砖的方向(白色:水平,黑色:垂直) Bricks NonTileable|砖块不可平铺 Uneven Bricks|凹凸砖块 Uneven bricks|凹凸砖块 Generates an uneven bricks pattern.|生成不均匀的砖块图案。 Iterations|迭代次数 The number of iterations of the brick split operation|分砖操作的迭代次数 Min size|最小尺寸 Minimum size|最小尺寸 The minimum size of a brick|一块砖的最小尺寸 Randomness|随机性 The randomness of the pattern|图案的随机性 Brightness/Contrast|亮度/对比度 Adjusts the Brightness and Contrast of its input|调整其输入的亮度和对比度 Brightness|亮度 The Brightness adjustment|亮度调节 Contrast|对比 The Contrast adjustment|对比度调整 Shows the image with modified Brightness and Contrast|显示具有修改亮度和对比度的图像 Select From ID|从 ID 中选择 CircleMap|圆形映射 Maps its input into a circle|将其输入映射为一个圆圈 Radius|半径 The radius of the circle where the input is mapped|输入映射的圆的半径 The number of repetitions of the input image around the circle|输入图像围绕圆圈的重复次数 The input image to be remapped|要重新映射的输入图像 Shows the remapped image|显示重新映射的图像 Circle Splatter|圆形散布 Spreads several occurences of an input image in a circle or spiral pattern.|以圆形或螺旋图案传播输入图像的多个出现。 Count|总数 The number of occurences of the input image|输入图像的出现次数 Rings|环数 The number of rings of the circle pattern|圆形花纹的环数 Inputs|输入 The input type of the node:\n- 1: single image\n- 4: atlas of 4 images\n- 16: atlas of 16 images\nAtlases can be created using the Tile2x2 node.|节点的输入类型:\n- 1:单个图像\n- 4:包含4个图像的图集\n- 16:包含16个图像的图集\n图集可以使用2x2贴块节点创建。 Scale X|缩放X Scale.x|缩放.x The scale of input images on the X axis|X 轴上输入图像的比例 Scale Y|缩放Y Scale.y|缩放.y The scale of input images on the Y axis|Y轴上输入图像的比例 The radius of the outer circle pattern|外圆形映射案的半径 Spiral|螺旋 The type of pattern:\n- 0: circles\n- 1: spiral|图案类型:\n- 0:圆圈\n- 1:螺旋 Inc Rotate|Inc旋转 IncRotate|旋转 The rotate increment along the pattern|沿图案的旋转增量 Inc Scale|Inc规模 IncScale|缩放 The scale increment of the pattern|图案的比例增量 Rnd Rotate|随机旋转 RndRotate|随机旋转 The random rotation applied to each image instance|应用于每个图像实例的随机旋转 Rnd Scale|随机缩放 RndScale|随机缩放 The random scale applied to each image instance|应用于每个图像实例的随机比例 Rnd Value|随机值 RndValue|随机值 The random greyscale value applied to each image instance|应用于每个图像实例的随机灰度值 The input image or atlas of 4 or 16 input images|输入图像或 4 或 16 个输入图像的图集 mask|遮罩 The mask applied to the pattern|应用于图案的遮罩 Shows the generated pattern|显示生成的图案 Instance map|实例图 Shows a random color for each instance of the input image|为输入图像的每个实例显示随机颜色 Color Circle Splatter|彩色圆环散布 Rnd Opacity|随机不透明度 RndOpacity|不透明度 The random opacity applied to each image instance|应用于每个图像实例的随机不透明度 Circular Gradient|圆形渐变 Number of repetitions of the gradient|渐变的重复次数 Gradient|渐变 Gradient to be spread on the image|要在图像上传播的渐变 Color Noise|彩色噪波 Generates a grid made of random color squares|生成由随机颜色方块组成的网格 Grid Size|网格大小 The grid size|网格大小 Shows the noise pattern|显示噪波图案 Colorize|着色 Remaps a greyscale image to a custom gradient|将灰度图像重新映射到自定义渐变 The gradient to which the input is remapped|输入重新映射到的梯度 input|输入 The input greyscale image|输入灰度图像 The remapped RGBA image|重新映射的 RGBA 图像 Combine|结合 Combines 4 greyscale inputs into an RGBA image|将 4 个灰度输入组合成一个 RGBA 图像 Red|红色 The greyscale input for the red channel|红色通道的灰度输入 Green|绿色 The greyscale input for the green channel|绿色通道的灰度输入 Blue|蓝色 The greyscale input for the blue channel|蓝色通道的灰度输入 Alpha|Alpha The greyscale input for the alpha channel|Alpha 通道的灰度输入 Shows the combined RGBA image|显示组合的 RGBA 图像 Compare|比较 Curve|曲线 AX|AX Position on X axis of the first control point|第一个控制点在 X 轴上的位置 AY|AY Position on Y axis of the first control point|第一个控制点在 Y 轴上的位置 BX|BX Position on X axis of the second control point|第二个控制点在 X 轴上的位置 BY|BY Position on Y axis of the second control point|第二个控制点在 Y 轴上的位置 CX|CX Position on X axis of the third control point|第三个控制点在 X 轴上的位置 CY|CY Position on Y axis of the third control point|第三个控制点在 Y 轴上的位置 Width|宽度 Width of the curve pattern|曲线图案的宽度 Number of repetitions of the input pattern|输入图案的重复次数 Input pattern to be drawn along the curve|沿曲线绘制的输入图案 An image showing the specified curve|显示指定曲线的图像 Custom UV|自定义UV Custom UV remapper|自定义 UV 重映射器 Remaps an Input image using a custom UV map.|使用自定义 UV 贴图重新映射输入图像。 The scale of the input image along the X axis.|输入图像沿 X 轴的比例。 The scale of the input image along the Y axis.|输入图像沿 Y 轴的比例。 The random rotation applied to each remapped instance.|应用于每个重新映射实例的随机旋转。 The random scale applied to each remapped instance.|应用于每个重新映射实例的随机比例。 The image or atlas of images to be remapped.|要重新映射的图像或图像集。 UV|UV Map|贴图 The custom UV map to be used for remapping.|用于重新映射的自定义 UV 贴图。 Decompose|分离 Decomposes an RGBA input into 4 greyscale images|将 RGBA 输入分解为 4 个灰度图像 The RGBA input image|RGBA 输入图像 Shows the Red channel of the input|显示输入的红色通道 Shows the Green channel of the input|显示输入的绿色通道 Shows the Blue channel of the input|显示输入的蓝色通道 Shows the Alpha channel of the input|显示输入的透明度通道 Default color|默认颜色 Denoiser|降噪器 Fast spatial deNoise filter, with circular gaussian kernel.|具有圆形高斯核的快速空间降噪滤波器。 The input image to be denoised|要去噪的输入图像 The resolution of the denoiser|降噪器的分辨率 param1|参数 1 Sigma|西格玛 Standard Deviation sigma radius|标准偏差西格玛半径 param2|参数 2 kSigma|西格玛 K factor sigma coefficient.\nkSigma = 1*sigma cover 68% of data\nkSigma = 2*sigma cover 95% of data - but there are over 3 times more points to compute\nkSigma = 3*sigma cover 99.7% of data - but needs more than double the calculations of 2*sigma|K 因子 西格玛 系数。\nk西格玛 = 1*西格玛 覆盖了 68% 的数据\nk西格玛 = 2*西格玛 覆盖了 95% 的数据 - 但要计算的点数是 3 倍以上\nk西格玛 = 3*西格玛 覆盖了 99.7% 的数据 -但需要两倍以上的 2*西格玛 计算 param3|参数 3 Sharpening|锐化 Edge sharpening threshold|边缘锐化阈值 Dilate|膨胀 Dilates the white areas of a mask, using the colors of an optional input|使用可选输入的颜色扩大蒙版的白色区域 The resolution of the input images|输入图像的分辨率 Length|长度 The length of the dilate effect|膨胀效果的长度 Fill|填充 0 to generate a gradient to black while dilating, 1 to fill with input color|0 在扩张时生成黑色渐变,1 用输入颜色填充 Distance function|距离函数 The input mask whose white areas will be dilated|白色区域将被扩大的输入遮罩 source|源 Source|源 The optional source for colors|颜色的可选来源 Shows the dilated image|显示膨胀的图像 Distance pass 1|距离值传递1 Distance pass 2|距离值传递2 Euclidian|欧几里得 Manhattan|曼哈顿 Chebyshev|切比雪夫 Distance pass 3|距离值传递3 distance|距离 Directional Blur|定向模糊 Directional blur|定向模糊 Applies a directional gaussian blur to its input|将定向高斯模糊应用于其输入 The resolution of the input|输入分辨率 The strength of the blur filter|模糊滤镜的强度 Angle|角度 The angle of the directional blur effect|方向模糊效果的角度 amount|数量 Strength map|强度图 A map that controls the strength of the blur filter|控制模糊滤镜强度的贴图 port0|端口 0 Shows the generated blurred image|显示生成的模糊图像 Edge detect|边缘检测 An edge detect filter that detects edges along all directions and draws them in white on a black background|一个边缘检测过滤器'可检测所有方向的边缘并在黑色背景上以白色绘制它们 The resolution of the input image|输入图像的分辨率 Threshold|临界(门限) Shows the generated outlines|显示生成的轮廓 Edge detect 1|边缘检测 1 Edge detect 2|边缘检测 2 An edge detect filter that detects edges horizontally and vertically and draws them in white on a black background|一个边缘检测过滤器’用于检测水平和垂直边缘'并在黑色背景上以白色绘制它们 Edge detect 3|边缘检测 3 An edge detect filter that detects edges along diagonals and draws them in white on a black background|边缘检测过滤器'可检测沿对角线的边缘并在黑色背景上以白色绘制它们 Emboss|浮雕 Creates highlights and shadows from an input heightmap|从输入高度图创建高光和阴影 The input height map|输入高度图 The generated image|生成的图像 The angle of the simulated light|模拟光的角度 Strength|强度 The strength of the emboss effect|浮雕效果的强度 The width (in pixels) of the area sampled for each pixel|为每个像素采样的区域的宽度(以像素为单位) Fast Blur|快速模糊 output|输出 The generated blurred image|生成的模糊图像 Resolution|分辨率 The resolution used to sample the input image|用于对输入图像进行采样的分辨率 The standard deviation of the gaussian distribution|高斯分布的标准偏差 Quality|质量 The quality of the effect (increasing quality increases compute time)|效果的质量(提高质量会增加计算时间) FBM|FBM Fractional Brownian Motion Noise|分形布朗运动噪波 Generates a noise made of several octaves of a simple noise|产生由简易噪波的几个八度音程组成的噪波 Noise|噪波 Noise type|噪波类型 The simple noise type|简易噪波类型 Perlin|柏林 Cellular|细胞格 Cellular2|细胞格2 Cellular3|细胞格3 Cellular4|细胞格4 Cellular5|细胞格5 Cellular6|细胞格6 The scale of the first octave along the X axis|沿 X 轴的第一个八度音阶的刻度 The scale of the first octave along the Y axis|沿 Y 轴的第一个八度音阶的音阶 Folds|折叠 The number of times the basic noise is folded|基本噪波被折叠的次数 Octaves|八度 The number of noise octaves|噪波倍频程数 Persistence|连续 The persistence between two consecutive octaves|两个连续八度之间的 Shows a greyscale image of the generated noise|显示生成噪波的灰度图像 FBM Noise|FBM 噪波 Simplex|单纯形 Fills areas defined by white outlines of its input|填充由其输入的白色轮廓定义的区域 The input image whose white outlines must be filled|必须填充白色轮廓的输入图像 Generates fill data, to be connected to a fill companion node|生成填充数据,连接到填充伴随节点 The resolution of the inptu image|输入图像的分辨率 The number of iterations of the algorithm. The optimal value depends a lot on the input image.|算法的迭代次数。最佳值很大程度上取决于输入图像。 Fill iterate|填充迭代 Fill preprocess|填充预处理 Fill to Color|填充颜色 Fill to color|填充颜色 A fill companion node that fills each area with a color taken from a color map image|一个填充伴随节点'用从颜色图图像中获取的颜色填充的每个区域 Edge Color|边缘颜色 Outline color|轮廓颜色 The color used to draw outlines|用于绘制轮廓的颜色 The input fill data, to be connected to the output of a Fill node|输入填充数据,连接到填充节点的输出 Color map|彩色色图 The image from which colors are taken|用于从中获取颜色的图像 The generated output image|生成的输出图像 Fill to Position|填充位置作色块 Fill to position|填充位置作色块 A fill companion node that fills each area with a greyscale value that depends on its position|一个填充伴随节点'用取决于其位置的灰度值填充每个区域 Position|位置 The position value to be used:\n- X for horizontal axis\n- Y for vertical axis\n- Radial for distance to center|要使用的位置值:\n- X 代表水平轴\n- Y 代表垂直轴\n- Radial 代表到中心的距离 Radial|径向 Fill to Random Color |填充为随机颜色 Fill to random color|填充随机颜色 A fill companion node that fills each area with a random color|用随机颜色填充每个区域的填充伴随节点 The color used for outlines|用于轮廓的颜色 Fill to Random Grey|填充随机灰色 Fill to random grey|填充随机灰色 A fill companion node that fills each area with a random greyscale value|用随机灰度值填充每个区域的填充伴随节点 Edge color|边线颜色 The value used for the outlines|用于轮廓的值 Fill to Size|填充尺寸 Fill to size|填充大小作色块 A fill companion node that fills each area with a greyscale value that depends on its size|一个填充伴随节点'用取决于其大小的灰度值填充每个区域 The size value to be used (area, width, height or maximum between width and height)|要使用的尺寸值(面积、宽度、高度或宽度和高度之间的最大值) Area|区域 Height|高度 max(W, H)|最大值(宽,高) Fill to UV |填充到UV Fill to UV|填充UV A fill companion node that generated an UV map that follows each filled area|一个填充伴随节点'生成一个跟随每个填充区域的 UV 贴图 Mode|模式 The mode decides how the UVs are layed out on each bounding box:\n- Stretch mode where the UV layout is stretched to the bounding box. \n- Square mode where the UV layout is even and centerered based on the longest axis of the bounding box.|该模式决定了 UV 在每个边界框上的布局方式:\n- 拉伸模式,其中 UV 布局被拉伸到边界框。\n- 方形模式,其中 UV 布局是基于边界框的最长轴均匀并居中的。 Stretch|拉伸 Square|方形 The generated output UV map, to be connected to a Custom UV node|生成的输出 UV 贴图,连接到自定义 UV 节点 Gaussian Blur|高斯模糊 Gaussian blur|高斯模糊 Applys a gaussian blur on its input|对其输入应用高斯模糊 Apply the blur filter horizontally, vertically of in both directions|水平、垂直或双向应用模糊滤镜 Gaussian blur X|高斯模糊 X Gaussian blur Y|高斯模糊 Y Angle of the gradient pattern|渐变图案的角度 An image showing the gradient|显示渐变的图像 Converts its input into greyscale|将其输入转换为灰度 The algorithm used to convert the input into greyscale|用于将输入转换为灰度的算法 Lightness|亮度 Average|平均 Luminosity|亮度 Min|最小 Max|最大 Shows the image converted to greyscale|显示转换为灰度的图像 Height To Angle|高度到角度 Height to angle|高度到角度 Generates an angle map to be used by Advances Tiler nodes from a heightmap|从高度图生成供 高级贴块器 节点使用的角度图 The offset angle applied to the generated map|应用于生成贴图的偏移角度 The input heightmap|输入高度图 The generated angle map. Values are between -1 and 1 and the corresponding Advanced Tiler parameter (Rotate) must be set to 180.|生成的角度图。值介于 -1 和 1 之间'并且相应的 高级贴块器 参数(旋转)必须设置为 180。 I Ching|易经 I Ching hexagrams generator|易经八卦生成器 This node generates a grid of random I Ching hexagrams.|该节点生成随机易经卦的网格。 The number of columns of the grid|网格的列数 The number of rows of the grid|网格的行数 A greyscale image showing random I Ching hexagrams.|显示随机易经卦的灰度图像。 Invert filter|反转过滤器 A filter that inverts the R, G, and B channels of its input while keeping the A channel unchanged|一种滤波器,它反转其输入的 R、G 和 B 通道,同时保持 A 通道不变 Shows the inverted image|显示反转图像 Kaleidoscope|万花筒 Replicated an angle of the input image several times around the center.|围绕中心多次复制输入图像的一个角度。 The number of replications of an angle of the input|输入角度的重复次数 The angular offset of the replicated angle of the input|输入的复制角度的角度偏移 Shows the transformed image|显示平移后的图像 Magnify|放大 Magnifying glass effect|放大镜效果 center.x|中心X X coordinate of the magnifying glass center|放大镜中心的 X 坐标 center.y|中心Y Y coordinate of the magnifying glass center|放大镜中心的Y坐标 Scale|缩放 The maximum scaling factor for the magnifying glass|放大镜的最大比例因子 The input image to be transformed|要转换的输入图像 Shape|形状 The magnifying glass shape|放大镜的形状 Make Tileable|使平铺 Creates a tileable version of its input image by moving different parts around to hide seams.|通过移动不同部分来隐藏接缝'创建其输入图像的平铺版本。 Width of the transition areas between parts of the input image|输入图像各部分之间过渡区域的宽度 The image to be made tileable|要平铺的图像 A tileable version of the input image|输入图像的平铺版本 Static PBR Material|静态 PBR 材质 Ambient occlusion|环境光遮蔽 Transparency|透明度 Subsurf. scatter.|散射 albedo_tex|基础色贴图 metallic_tex|金属度贴图 roughness_tex|糙度贴图 emission_tex|自发光贴图 normal_tex|法线贴图 ao_tex|环境光遮蔽贴图 depth_tex|深度贴图 opacity_tex|透明系数贴图 sss_tex|次表明散射贴图 3D PBR Material|3D PBR 材质 World|世界 Dynamic PBR Material|动态 PBR 材质 Raymarching Material|Raymarching 材质 Distance|距离 metallic|金属度 roughness|粗糙度 Dynamic Unlit Material|动态无光材质 Add|添加 Mix|混合 Mul|乘法 Sub|减法 Math|数学计算 Performs a math operation using its inputs or parameter values|使用其输入或参数值执行数学运算 Operation|操作 The operation to be performed|要执行的操作 log(A)|log(A) log2(A)|log2(A) pow(A, B)|pow(A, B) abs(A)|abs(A) round(A)|round(A) floor(A)|floor(A) ceil(A)|ceil(A) trunc(A)|trunc(A) fract(A)|fract(A) min(A, B)|min(A, B) max(A, B)|max(A, B) cos(A*B)|cos(A*B) sin(A*B)|sin(A*B) tan(A*B)|tan(A*B) sqrt(1-A²)|sqrt(1-A²) Default A|默认 A The default value for A, used if the corresponding input is not connected|A 的默认值,在未连接相应输入时使用 Default B|默认 B The default value for B, used if the corresponding input is not connected|B 的默认值,在未连接相应输入时使用 Clamp result|钳制 Clamp|钳制 The result is clamped to [0, 1] if this option is checked|如果选中此选项,结果将被限制为 [0, 1]"" The A operand|A 操作数 The B operand|B 操作数 Shows a greyscale image of the result|显示结果的灰度图像 Vec3 Math|Vec3 数学 Mirror|镜像 Mirrors its input while applying an offset from the center|在应用与中心的偏移时使其输入得到对称图像 The mirror direction (horizontal or vertical)|镜像方向(水平或垂直) Horizontal|水平 Vertical|垂直 The offset from the center|从中心偏移 Shows the mirrored image|显示镜像 Morphology Dilation|形态学膨胀 MulDetect|多重检测 Tolerance|宽容度 mul|乘法 Multi Warp|多重扭曲 The Multi Warp node deforms an input image according to the derivative of the second input image. Unlike Warp node, the derivative of the second texture is sampled at each iteration producing more varied results at cost of the performance.|多重扭曲 节点根据第二个输入图像的导数使输入图像变形。与 扭曲 节点不同,第二个纹理的衍生物在每次迭代时进行采样,以牺牲性能为代价产生更多变化的结果。 Grid size|网格大小 The resolution of the operation|操作的分辨率 Intensity|强度 The intensity of the warp effect|扭曲效果的强度 The quality of the Multi warp calculation|多扭曲计算的质量 The blend mode, that can be one of the following: Min, Blur, Max|混合模式,可以是以下之一:最小值、模糊、最大值 heightmap|高度图 Height map|高度图 The height map whose slopes are used to deform the input|其斜率用于使输入变形的高度图 MultiGradient|多重渐变 Create Map|创建贴图 Create map|创建贴图 Creates a workflow map using a heightmap and an optional seed map. The workflow map contains height information as well as orientation and a seed for random offset for the material it will be applied to.|使用高度图和可选的种子图创建工作流图。工作流图包含高度信息以及方向和将应用到的材料的随机偏移的种子。 The maximum height of the workflow map, used as multiplier for the input height map|工作流图的最大高度,用作输入高度图的乘数 The angle stored in the workflow map|工作流图中存储的角度 The input offset seed map|输入偏移的随机种子图 The generated workflow map, to be connected to a MixMap or an ApplyMap node|生成的工作流图,连接到 混合贴图 或 应用 节点 Apply Map|应用贴图 Applies a workflow map to a base material, and generates height information as well as PBR channels for the result.\nThe height input must be connected to a Create Map or Mix Maps node. The other inputs must be connected to a base material.\nThe outputs must be connected to the Mix or the Output node, or a workflow filter node.|将工作流贴图应用于基础材质,并为结果生成高度信息和 PBR 通道。\n高度输入必须连接到“创建贴图”或“混合贴图”节点。其他输入必须连接到基础材质。\n输出必须连接到 混合或 输出 节点,或者工作流过滤器节点。 map|贴图 The input workflow map|输入工作流贴图 The Albedo channel of the input base material|输入基材的基础色通道 ORM|通道合成图 The ambient occlusion, roughness and metallic channels of the input material|输入材料的环境遮挡、粗糙度和金属通道 The emission channel of the input material|输入材料的自发光通道 The normal map of the input material|输入材质的法线贴图 The height map of the result|输出结果的高度图 The albedo channel of the result|输出结果的漫反射通道 The ambient occlusion, roughness and metallic channels of the result|结果的环境遮挡、粗糙度和金属通道 The emission channel of the result|输出结果的自发光通道 The normal map of the result|输出结果的法线贴图 Combines the outputs of 2 mapped base materials (keeping the "highest" material).|组合 2 个贴图基础材质的输出(保持“最高”材质)。 Height 1|高度1 Height1|高度1 The height map of the first input|输入的第1个高度图 Albedo 1|基础色1 Albedo1|漫反射1 The albedo channel of the first input|输入的第1个漫反射通道 ORM 1|ORM 1 ORM1|通道合成图1 The ambient occlusion, roughness and metallic channels of the first input|第一个输入的环境遮挡、粗糙度和金属通道 Emission 1|自发光1 Emission1|自发光1 The emission channel of the first input|输入的第1个自发光通道 Normal 1|法线 1 Normal1|法线 The normal map of the first input|输入的第1个法线贴图 Height 2|高度2 Height2|高度2 The height map of the second input|输入的第2个高度图 Albedo 2| 基础色2 Albedo2|漫反射2 The albedo channel of the second input|输入的第2个漫反射贴图 ORM 2|ORM 2 ORM2|ORM2 The ambient occlusion, roughness and metallic channels of the second input|第二个输入的环境遮挡、粗糙度和金属通道 Emission 2|自发光2 Emission2|自发光2 The emission channel of the second input|输入的第2个自发光通道 Normal 2|法线2 Normal2|法线2 The normal map of the second input|输入的第2个法线贴图 Generates the height of the result|生成结果的高度 Shows the output albedo channel|显示输出漫反射通道 Shows the output ambient occlusion, roughness and metallic channels|显示输出环境光遮蔽、粗糙度和金属通道 Shows the output emission channel|显示输出的自发光通道 Shows the output normal map|显示输出法线贴图 Mix maps|混合贴图 Mixes up to 4 workflow maps, to be used with the same base material|混合多达 4 个工作流图,与相同的基础材料一起使用 Input1|输入1 The first workflow map|第1个工作流程图 Input2|输入2 The second workflow map|第2个工作流程图 Input3|输入 3 The third input map|第3个输入图 Input4|输入4 The fourth input map|第4个输入图 Generates a merged workflow map|生成合并的工作流图 Converts a workflow mapped material (from an Apply Map or a Mix node) for a Material node|为材质节点转换工作流映射材质(来自应用贴图或混合节点) The strength of the calculated occlusion effect|计算出的阻塞效果的强度 MatNormal|材质法线 The strength of normals from the base materials (compared to the normal generated from height information))|来自基础材料的法线强度(与根据高度信息生成的法线相比)) Noise pattern|噪波图案 Generates a grid made of black and white squares|生成由黑白方块组成的网格 Density|密度 The density of white squares|白色方块的密度 Anisotropic Noise|各向异性噪波 Generates x-axis interpolated value noise|生成 x 轴插值噪波 The scale along the X axis|沿 X 轴的缩放 The scale along the Y axis|沿 Y 轴的比例 Smoothness|平滑度 Controls how much the noise is blurred along the x-axis|控制噪波沿 x 轴的模糊程度 Interpolation|插值 Controls the type of interpolation used for the smoothing. 0 is linear interpolation, 1 is smooth interpolation|控制用于平滑的插值类型。0 为线性插值,1 为平滑插值 Shows a greyscale value noise|显示灰度值噪波 Normal Map|法线贴图 Generates a normal map from a height map|从高度图生成法线图 Format|格式 The format of the generated normal map\nIn most cases this should be set to default|生成的法线贴图的格式\n在大多数情况下,这应该设置为默认值 The resolution of the generated normal map|生成的法线贴图的分辨率 The strength of the normal map filter|法线贴图过滤器的强度 param4|参数 4 Buffer|缓冲 When set, a buffer is used to sample the input before the normal map filter|设置后,缓冲区用于在法线贴图过滤器之前对输入进行采样 Shows the generated normal map|显示生成的法线贴图 Bump|凹凸 Algorithm|算法 The algorithm used to generate the normal map|用于生成法线贴图的算法 size|尺寸 strength|强度 buffer|缓冲 Convert Normal Map|转换法线贴图 Convert a normal map between OpenGL (default) and DirectX formats|在 OpenGL(默认)和 DirectX 格式之间转换法线贴图 Conversion|转换 The conversion that should be performed|应该执行的转换 From/To OpenGL|从/到 OpenGL From/To DirectX|从/到 DirectX Generates an ambient occlusion map from a height map|从高度图生成环境遮蔽图 The resolution of the input height map|输入高度图的分辨率 The strength of the occlusion map effect|阻塞贴图效果的强弱 The generated occlusion map|生成的阻塞图 The radius of the blur used for the occlusion effect|用于效果的模糊半径 The quality of the blur operation used for the occlusion effect|用于阻塞效果的模糊操作的质量 Optional|可选的 Combiner|组合器 The operation used to combine the horizontal and the vertical patterns|用于组合水平和垂直图案的操作 Xor|异或 Pow|指数 X Pattern|X图案 Pattern generated along the X axis|沿 X 轴生成的图案 Sine|正弦 Triangle|三角形 Sawtooth|锯齿 Constant|常数 Bounce|弹跳 X Repeat|X 重复 Repetitions of the pattern along X axis|沿 X 轴重复图案 Y Pattern|Y图案 Pattern generated along the Y axis|沿 Y 轴生成的图案 Y Repeat|Y 重复 Repetitions of the pattern along Y axis|沿 Y 轴重复图案 A greyscale image that combines the horizontal and vertical patterns|合并水平和垂直图案的灰度图像 Value Noise|噪波值 Generates several octaves of greyscale value noise|产生几个八度的灰度值噪波 The number of octaves (higher values might affect performance)|八度数(较高的值可能会影响性能) Color Value Noise|色值噪波 Generates several octaves of color value noise|产生几个倍频程的色值噪波 Shows a color value noise|显示颜色值噪波 Pixelize|像素化 Creates a pixelated image from its input, and also quantifies the colors with optional dithering.|从其输入创建像素化图像,并通过可选的抖动量化颜色。 Number of pixel columns of the output|输出的像素列数 Number of pixel rows of the output|输出的像素行数 Levels|级别 Number of color levels for each channel|每个通道的颜色级别数 Dither|抖动 Dithering|抖动 Amount of dithering in the output image|输出图像中的抖动量 The image to be pixelated|要像素化的图像 A pixelated version of the input image|输入图像的像素化版本 PolyCurve|多段线曲线 Ends|末端 If unset, end vertices of the curve are used only for orientation|如果未设置,则曲线的端点仅用于定向 Width map|宽度贴图 A map that describes the width along the curve (use a Tonality node)|描述沿曲线宽度的地图(使用 Tonality 节点) Profile|剖面(线) Style|风格 Style of the output image (fill or curve)|输出图像的样式(填充或曲线) Gradient that defines the profile to be shown|定义要显示的轮廓的渐变 Width of the curve|曲线宽度 An image showing the profile defined by the gradient|显示由渐变定义的轮廓的图像 Quantize|量化 Quantizes the red, green and blue channels of its input|量化其输入的红色、绿色和蓝色通道 Steps|步数 The number of quantization steps|量化步数 The quantized image|输出 Radial Gradient|径向渐变 Render|渲染 Raymarches a 3D object (described as signed distance function with optional color index) to render a heightmap, a normal map and a color index map.|使用光线步进算法得到一个 3D 对象(描述为带有可选颜色索引的有符号距离函数)以渲染高度图,法线贴图和一个颜色索引图 sdf|SDF The input object, described as 3D signed distance function with color index|输入对象,描述为带有颜色索引的 3D 有符号距离函数 HeightMap|高度图 The generated height map|生成的高度贴图 NormalMap|法线贴图 The generated normal map|生成法线贴图 ColorMap|颜色图 The generated color index map|生成颜色索引贴图 Preview|预览 Refract|折射 Remap|重新映射 Remaps a greyscale image for use as an input map for Advanced Tiler nodes|重新映射灰度图像以用作高级平铺器节点的输入贴图 The value generated for black areas of the input|为输入的黑色区域生成的值 The value generated for white areas of the input|为输入的白色区域生成的值 Step|阶梯 The step between generated values|生成的值之间的步骤 The greyscale input map|灰度输入映射 The remapped image map|重新映射的图像映射 Translates, rotates and scales its input|平移、旋转和缩放其输入 Rotates its input|旋转它的输入 The position of the rotation center|旋转中心位置 The angle of the rotation|旋转角度 Shows the rotated image|显示旋转后的图像 Runes|符文 Simple runes|简易的符文 Generates a grid filled with random runes|生成一个充满随机符文的网格 A greyscale image showing random runes.|显示随机符文的灰度图像。 Scales its input|缩放其输入 The position of the scale center|刻度中心位置 The poisition of the scale center|刻度中心的位置 The scale amount along the X axis|沿 X 轴的缩放量 The scale amount along the Y axis|沿 Y 轴的缩放量 Shows the scaled image|显示缩放的图像 Scratches|划痕 Draws white scratches on a black background|在黑色背景上绘制白色划痕 The length of scratches (the shorter the scratches,the more they will be)|划痕长度(划痕越短越多) The width of scratches|划痕宽度 The number of scratches layers|划痕层数 Waviness|波纹度 The waviness of scratches|划痕的波纹 The average angle of the scratches (0 generates horizontal scratches)|划痕的平均角度(0=水平划痕) The randomness of the scratches angles|划痕角度的随机性 Shows white scratches on a black background|在黑色背景上显示白色划痕 Mask to SDF|遮罩转换为SDF The greyscale mask to be converted|要转换的灰度蒙版 The genrated distance field|生成的距离场 The resolution used for the operation|用于操作的分辨率 The number of iterations the jump flood algorithm performs to calculate the distances|跳跃洪水算法为计算距离而执行的迭代次数 Tiled|平铺 Controls whether the resulting ditance field will be tiled. Useful for patterns that extend over the texture bounds|控制是否平铺生成的距离。对于延伸超过纹理边界的图案很有用 sdAnnularShape|sd环形 Creates an annular shape from a shape described as a signed distance function|从描述为有符号距离函数的形状创建环形形状 The width of each generated ripple|每个产生的波纹的宽度 Ripples|涟漪 The number of generated ripples|产生的涟漪数 The input shape, defined as a signed distance function|输入形状,定义为有符号距离函数 The generated layered shape|生成的分层形状 sdArc|sd圆弧 An arc as a signed distance function|作为有符号距离函数的弧 Angle 1|角度1 Angle1|角度1 The first angle of the arc|圆弧的第1个角度 Angle 2|角度2 Angle2|角度2 The second angle of the arc|圆弧的第2个角度 The radius of the arc|圆弧半径 The width of the shape around the arc|圆弧周围形状的宽度 The arc as a signed distance function|弧作为有符号距离函数 sdBoolean|sd布尔值 Performs a boolean operation (union, intersection or difference) between two shapes|在两个形状之间执行布尔运算(并、交或差) The operation performed by this node|此节点执行的操作 Union|合并 Subtraction|差 Intersection|交集 The first shape, defined as a signed distance function|第一个形状,定义为有符号距离函数 The second shape, defined as a signed distance function|第二个形状,定义为有符号距离函数 The shape generated by the boolean operation|布尔运算生成的形状 sdBox|sd盒子 A rectangle described as a signed distance function|描述为有符号距离函数的矩形 The width of the box|盒子宽度 The height of the box|盒子高度 The position of the center of the box on the X axis|盒子中心在X轴上的位置 The position of the center of the box on the Y axis|盒子的中心在 Y 轴上的位置 The generated signed distance function|生成的有符号距离函数 sdCircle|sd圆环 A circle described as a signed distance function|描述为带符号距离函数的圆 The radius of the circle|圆的半径 The position of the center on the X axis|中心在 X 轴上的位置 The position of the center on the Y axis|中心在 Y 轴上的位置 Circle Repeat|循环重复 Repeats its input shape around a circle|围绕圆形重复其输入形状 The number of repetitions of the input shape around the circle|输入形状围绕圆的重复次数 The shape generated by the repeat operation|重复操作生成的形状 sdElongation|sd伸长率 Generates an angle formed by 2 planes that can be used to cut other shapes|生成由 2 个平面形成的角度,可用于切割其他形状 Axis|轴 The axis of the angle|角度轴 The angle of the shape|形状的角度 Shows the angle|显示角度 Boolean|布尔值 Generates a rounded box as a signed distance function|生成一个圆滑盒子作为有符号距离函数 The size of the box along the X axis|盒子沿 X 轴的大小 The size of the box along the Y axis|盒子沿 Y 轴的大小 The size of the box along the Z axis|盒子沿 Z 轴的大小 The radius of the rounded box|圆滑盒子的半径 Shows the rounded box|显示圆滑盒子 Capsule|胶囊 capsule|胶囊 Generates a capsule as a signed distance functioni|生成1个胶囊作为有符号距离函数i The axis of the capsule|胶囊轴 The length of the capsule|胶囊长度 The radius of the capsule|胶囊半径 Shows the capsule|显示胶囊 profile|剖面(线) An input gradient (generated, for example by a Tonality node) that defines a profile for the shape|定义形状轮廓的输入梯度(例如由 Tonality 节点生成) Color|颜色 Assigns a color index to a 3D object|为 3D 对象分配颜色索引 The color index to be assigned|要分配的颜色索引 The input 3D object|输入 3D 对象 The colored 3D object|彩色 3D 对象 Cone|锥体 Cylinder|圆柱体 Generates a cylinder as a signed distance function|生成圆柱体作为有符号距离函数 The axis of the cylinder|圆柱体轴线 The length of the cylinder|圆柱体长度 The radius of the cylinder|圆柱体半径 Shows the cylinder|显示圆柱体 Elongation|伸长 Elongates its input|延长其输入 Length.x|长度.X The elongation along the X axis|沿 X 轴的伸长率 Length.y|长度Y The elongation along the Y axis|沿 Y 轴的伸长率 Length.z|长度Z The elongation along the Z axis|沿 Z 轴的伸长率 The input object to be elongated|要拉长的输入对象 The shape generated by the operation|操作生成的形状 Extrusion|挤出 Extrudes its 2D input shape along the Y axis|沿 Y 轴挤出其 2D 输入形状 The length of the extrusion operation|挤出操作的长度 The input 2D shape as a signed distance function|作为有符号距离函数的输入 2D 形状 The extruded shape|挤出的形状 Morph|变形 Morphs between 2 input shapes|在 2 个输入形状之间变形 Amount|数量 The amount of the second input in the result|结果中第2个输入的数量 The generated hybrid shape|生成的混合形状 Plane|平面 Generates a plane that can be used to cut other shapes|生成可用于切割其他形状的平面 The axis of the plane|平面轴 Shows the plane|显示平面 Repeats its input shape on a grid.\nThis node does not support overlapping between instances.|在网格上重复其输入形状。\n此节点不支持实例之间的重叠。 The number of columns in the grid|网格中的列数 Lines|线 The number of lines in the grid|网格中的行数 Rotation|旋转 The amount of random rotation on each instance of the input shape|输入形状的每个实例的随机旋转量 Revolution|绕圆挤出 Revolves its input 2D shape around the Z axis|围绕 Z 轴旋转其输入 2D 形状 The offset applied to the input shape during the revolution operation|在旋转操作期间应用于输入形状的偏移量 The input shape|输入形状'定义为有符号距离函数 The generated 3D object|生成的 3D 对象 Rotates its input 3D object described as a signed distance function.|旋转其输入 3D 对象'描述为有符号距离函数。 Rotate.x|旋转.x The rotation around the X axis|绕X轴旋转 Rotate.y|旋转.y The rotation around the Y axis|绕Y轴旋转 Rotate.z|旋转.z The rotation around the Z axis|绕Z轴旋转 The input object as signed distance function|输入对象作为有符号距离函数 The rotated object|旋转的物体 Rounded|圆角 RoundedShape|圆形 Dilates an input shape into a rounded shape|将输入形状圆滑地膨胀 The length of the dilate operation|扩张操作的长度 Scales its input 3D object described as a signed distance function.|缩放描述为有符号距离函数的输入 3D 对象。 The scale factor|比例因子 The input object as a signed distance function|输入对象作为有符号距离函数 The scaled object|缩放的对象 SmoothBoolean|平滑布尔值 Performs a smooth boolean operation (union, intersection or difference) between two shapes|在两个形状之间执行平滑的布尔运算(并集、交集或差集) The smoothness of the boolean operation|布尔运算的平滑度 Sphere|球 Generates a sphere as a signed distance function|生成1个球体作为有符号距离函数 The radius of the sphere|球体的半径 Shows the sphere|显示球体 Torus|圆环 Generates a torus as a signed distance function|生成环面作为有符号距离函数 The axis of the torus|环面的轴 Radius1|半径1 The major radius of the torus|环面的主半径 Radius2|半径2 The minor radius of the torus|圆环的小半径 Shows the torus|显示圆环 Translate|位移 Translates its input 3D object described as a signed distance function.|平移其输入 3D 对象'描述为有符号距离函数。 Translate.x|位移.x The translation along the X axis|沿 X 轴的平移 Translate.y|位移.y The translation along the Y axis|沿 Y 轴的平移 Translate.z|平移Z The translation along the Z axis|沿 Z 轴的平移 The translated object|平移对象 sdLine|sd线 A line or a capsule shape described as a signed distance function|描述为有符号距离函数的线或胶囊形状 The position on the X axis of the first point of the line|线的第一个点在 X 轴上的位置 The position on the Y axis of the first point of the line|线的第一个点在 Y 轴上的位置 The position on the X axis of the second point of the line|线的第二个点在 X 轴上的位置 The position on the Y axis of the second point of the line|线的第二个点在 Y 轴上的位置 The width of the capsule shape around the line|围绕线的胶囊形状的宽度 The shape as signed distance function|带符号距离函数的形状 A profile for the shape, generated (for example) by a Tonality node.|形状的轮廓,由 Tonality 节点生成(例如)。 sdMorph|sd变形 sdNgon|sd多边形 An n-gon described as a signed distance function|被描述为有符号距离函数的 n 边形 The number of sides of the n-gon|n 边形的边数 The radius of the n-gon|n 边形的半径 The rotation of the n-gon|n 边形的旋转 The n-gon as a signed distance function|作为有符号距离函数的 n 边形 sdPolygon|多边形 A polygon as a signed distance function|作为有符号距离函数的多边形 Polygon|多边形 The polygon to be drawn|要绘制的多边形 The polygon as a signed distance function|多边形作为有符号距离函数 sdRepeat|sd重复 sdRhombus|菱形 A rhombus described as a signed distance function|描述为带符号距离函数的菱形 The width of the rhombus|菱形的宽度 The height of the rhombus|菱形的高度 The rhombus as a signed distance function|菱形作为有符号距离函数 sdRotate|sd旋转 Rotates its input shape described as a signed distance function|旋转其输入形状'描述为有符号距离函数 The rotation angle|旋转角度 The rotated shape|旋转的形状 sdRoundedShape|sd圆形 sdScale|sd缩放 Scales its input shape described as a signed distance function|缩放描述为有符号距离函数的输入形状 The scale of the transform|缩放的变换 The generated scaled shape|生成的缩放形状 sdShow|sd显示 Creates a greyscale image from a shape described as a 2D Signed Distance Function|从描述为 2D 有符号距离函数的形状创建灰度图像 The width of the gradient at the edges of the shape|形状边缘渐变的宽度 Base|基础 The base value of the output|要在图像上扩散的渐变 Shows the shape as a greyscale image|将形状显示为灰度图像 sdSmoothBoolean|sd平滑布尔 sdTranslate|sd平移 Translates its input shape described as signed distance function|平移其输入形状'描述为有符号距离函数 The translated shape|平移后的形状 The type of shape drawn by this node|此节点绘制的形状类型 Circle|圆圈 Star|星星 Curved star|弯星 Rays|射线 Sides count|边数 The number of sides of the generated shape (unused for Circle)|生成的形状的边数(未用于 Circle) Shape size|形状尺寸 The size of the generated shape|生成形状的大小 Edge width|边宽 The edge width of the generated shape|生成形状的边缘宽度 Size map|尺寸图 An input map that affects the shape size|影响形状大小的输入图 Edge map|边缘图 An input map that affects the edge width|影响边缘宽度的输入图 Shows a white shape on a black background|在黑色背景上显示白色形状 Sharpen|锐化 Sharpens it input image|锐化输入的图像 Shows the generated sharpened image|显示生成的锐化图像 Shear|切变 Performs a shear stress transform on its input|对其输入执行剪应力变换 The direction of the shear transform (horizontal or vertical)|剪切变换的方向(水平或垂直) The amount of the transform|变换量 Center|中心 The position of the shear center|剪切中心位置 Sine Wave|正弦波 Sine wave pattern|正弦波图案 Draws a greyscale sine wave pattern|绘制灰度正弦波图案 Amplitude|振幅 The amplitude of the sine wave function|正弦波函数的幅值 Frequency|频率 The frequency of the sine wave function (i.e. the number of oscillations shown in the generated image).|正弦波函数的频率(即生成的图像中显示的振荡次数)。 Phase|相位 The phase of the sine wave function|正弦波函数的相位 Shows a greyscale image of a sine wave|显示正弦波的灰度图像 Skew|倾斜 Slope Blur|斜坡模糊 Slope blur|坡度模糊 Applys a blur effect on its input, following slopes of an input height map|按照输入高度图的斜率对其输入应用模糊效果 A height map whose slopes control the strength and direction of the blur filter|高度图,其斜率控制模糊过滤器的强度和方向 Smooth Curvature|平滑曲率 Creates a smooth curvature map from a height map|从高度图创建平滑曲率图 The generated curvature map|生成的曲率图 The buffer size for the filter|过滤器的缓冲区大小 The contrast of the generated highlights|生成的高光对比 Smooth Curvature 2|光滑曲率2 The resolution of the curvature map if buffer is used|如果使用缓冲区,曲率贴图的分辨率 How many times the input is sampled to generate the curvature map|对输入采样多少次以生成曲率图 The intensity of the curvature map|曲率图的强度 The radius of the smoothing of the curvature effect|曲率效应的平滑半径 Heightmap|高度图 Shows the generated curvature map|显示生成的曲率图 Position of the center along the X axis|沿 X 轴的中心位置 Position of the center along the Y axis|沿 Y 轴的中心位置 Radius of the sphere|球体的半径 A heightmap of the specified sphere|指定球体的高度图 Splatter|散布 Spreads several occurences of an input image randomly.|随机传播输入图像的多次出现。 Variations|变体 Check to splat variations of the input|检查输入的 splat 变化 Color Splatter|彩色散布 Supersample|超采样 A filter that samples sub-pixel details to make them visible|对子像素细节进行采样以使其可见的过滤器 The resolution of the output|输出分辨率 The number of samples on each axis. High values will badly impact performances.|每个轴上的样本数。高值会严重影响性能。 The width of the sampled area. Setting this value higher than 1 will sample neighbouring pixels and antialias the result.|采样区域的宽度。将此值设置为高于 1 将对相邻像素进行采样并对结果进行抗锯齿处理。 Shows the supersampled image. Due to the performance cost of this node, it is recommended to connect a buffer directly to this output.|显示超采样图像。由于此节点的性能成本,建议将缓冲区直接连接到此输出。 Swap channels|通道交换 Swaps the channels of its RGBA input|交换其 RGBA 输入的通道 The input channel to be assigned to the Red channel|要分配给红色通道的输入通道 The input channel to be assigned to the Green channel|要分配给绿色通道的输入通道 The input channel to be assigned to the Blue channel|要分配给蓝色通道的输入通道 The input channel to be assigned to the Alpha channel|要分配给 Alpha 通道的输入通道 The input RGBA image|输入的 RGBA 图像 The output RGBA image|输出RGBA图像 TEX3D Apply|应用3D纹理 Tex3D Apply|应用3D纹理 Applies 3D textures to a rendered 3D signed distance function scene.|将 3D 纹理应用于渲染的 3D 有符号距离函数场景。 The height map generated by the Render node|渲染节点生成的高度图 The color map generated by the Render node|渲染节点生成的颜色图 Tex3D|3D 纹理 The 3D texture|3D 纹理 The textured 3D scene|带纹理的 3D 场景 This node applies a 3D texture to an object using its inverse UV map.|此节点使用其逆 UV 贴图将 3D 纹理应用于对象。 The input 3D texture|输入 3D 纹理 Inv. UV Map|UV坐标 InvUVMap|UV坐标 The inverse UV map of the object|物体的逆UV贴图 The generated texture|生成的纹理 TEX3D Blend|3D纹理 混合 Tex3D Blend|3D纹理 混合 Blends its 3D texture inputs, using an optional mask|使用可选蒙版混合其 3D 纹理输入 The 3D texture generated by the blend operation|混合操作生成的 3D 纹理 TEX3D Colorize|3D纹理 着色 Tex3D Colorize|3D纹理 着色 Remaps a greyscale 3D texture to a custom gradient|将灰度 3D 纹理重新映射到自定义渐变 The input greyscale 3D texture|输入灰度 3D 纹理 The remapped color 3D texture |重新映射的彩色 3D 纹理 TEX3D Distort|3D纹理 扭曲 Tex3D Distort|3D纹理 扭曲 Distorts its input 3D texture using another 3D texture|使用另一个 3D 纹理扭曲其输入 3D 纹理 Distort|扰动 The strength of the distort effect|扭曲效果的强度 The 3D texture to be distorted|要扭曲的 3D 纹理 The 3D texture used to distort Input1|用于扭曲 Input1 的 3D 纹理 The distorted 3D texture|扭曲的 3D 纹理 TEX3D FBM|3D纹理 FBM Tex3D FBM|3D纹理 FBM Generates a 3D noise made of several octaves of a simple noise|生成由简易噪波的几个八度音程组成的 3D 噪波 Value (no wrap)|数值(无扭曲) Perlin (no wrap)|柏林(无扭曲) Cellular (no wrap)|蜂窝(无扭曲) Scale Z|缩放Z Scale.z|缩放.z The scale of the first octave along the Z axis|沿 Z 轴的第一个八度音阶的刻度 Shows a greyscale 3D texture of the generated noise|显示生成噪波的灰度 3D 纹理 TEX3D From2D|2D转3D纹理 Tex3D From 2D|2D转3D纹理 Creates a 3D texture from a 2D texture|从 2D 纹理创建 3D 纹理 The input 2D texture|输入 2D 纹理 The generated 3D texture|生成的 3D 纹理 TEX3D Pattern|3D纹理 图案 Tex3D Pattern|3D纹理 图案 A greyscale 3D texture that combines patterns along all 3 axes|沿所有 3 个轴组合图案的灰度 3D 纹理 The operation used to combine the X, Y and Z patterns|用于组合 X、Y 和 Z 模式的操作 Pattern.x|图案.x Repeat.x|重复.x Pattern.y|图案.y Repeat.y|重复.y Pattern.z|图案.z Pattern generated along the Z axis|沿 Z 轴生成的图案 Repeat.z|图案.z Repetitions of the pattern along Z axis|沿 Z 轴重复图案 TEX3D Rotate|3D纹理 旋转 Tex3D Rotate|3D纹理 旋转 Rotates a 3D texture|旋转 3D 纹理 The rotated 3D texture|旋转的 3D 纹理 TEX3D Select|3D纹理 选择 Tex3D Select|3D纹理 选择 Selects a 3D texture for a given color index. This can be used to map several textures into a single 3D scene.|为给定的颜色索引选择 3D 纹理。这可用于将多个纹理映射到单个 3D 场景中。 The value of the selected color index|所选颜色索引的值 The tolerance used when comparing color indices|比较颜色指数时使用的容差 The 3D texture associated to the specified color index|与指定颜色索引关联的 3D 纹理 The 3D texture(s) associated to other color indices|与其他颜色索引关联的 3D 纹理 The merged 3D texture|合并的 3D 纹理 TEX3D Shape Select|TEX3D 形状选择 Tex3D Shape Select|Tex3D 形状选择 Selects a 3D texture inside, and another outside a shape. This can be used to map several textures into a single 3D scene.|在内部选择一个 3D 纹理,在形状外部选择另一个。这可用于将多个纹理映射到单个 3D 场景中。 The width of the transition area between both textures|两个纹理之间过渡区域的宽度 shape|形状 The shape in which input1 is applied|应用 input1 的形状 Tile2x2|2x2贴块 Places 4 input images into a single output to create an atlas of 4 images. Chaining Tile2x2 nodes can be useful to create 16 images atlases.\nAtlases are used by remapping nodes such as CustomUV, Tiler and Splatter.|将 4 个输入图像放入单个输出中以创建 4 个图像的图集。链接 Tile2x2 节点可用于创建 16 个图像贴图集。\n贴图集用于重新映射节点,例如 用户自定义UV、贴块器和 散布。 The first input|第一个输入 The second input|第二个输入 The third input|第三个输入 The fourth input|第四个输入 Shows the generated atlas|显示生成的图集 Tile2x2 Variations|贴块2x2 变化 Tiler|贴块器 Tiles several occurences of an input image while adding randomness.|在添加随机性的同时平铺输入图像的多次出现。 Tile X|平铺X Tile.x|平铺.x The number of columns of the tiles pattern|贴块图案的列数 Tile Y|平铺Y Tile.y|平铺.y The number of rows of the tiles pattern|贴块图案的行数 Overlap|重叠 The number of neighbour tiles an instance of the input image can overlap. Set this parameter to the lowest value that generates the expected result (where all instances are fully visible) to improve performance.|输入图像的实例可以重叠的相邻图块的数量。将此参数设置为生成预期结果(其中所有实例完全可见)的最小值以提高性能。 Fixed Offset|固定偏移 FixedOffset|固定偏移 The relative offset of odd rows|奇数行的相对偏移量 Rnd Offset|随机偏移 Check to tile variations of the input|检查输入的平铺变化 Advanced Tiler|高级贴块器 Translate X|位移X The translation along the X axis applied to the instances|沿 X 轴的平移应用于实例 Translate Y|位移Y The translation along the Y axis applied to the instances|沿 Y 轴的平移应用于实例 The angle of instances of the input|输入实例的角度 Color map 1|彩色图 1 An input color map used to generate the Instance map 1 output|用于生成实例映射 1 输出的输入颜色贴图 Color map 2|彩色图 2 An input color map used to generate the Instance map 2 output|用于生成 实例映射 2 输出的输入颜色贴图 Translate map X|位移映射 X A map for translation along the X axis|沿 X 轴平移的贴图 Translate map Y|位移映射 Y A map for translation along the Y axis|沿 Y 轴平移的贴图 Rotate map|旋转映射 A map for rotation|旋转贴图 Scale map X|比例图 X A map for scale along the X axis|沿 X 轴缩放的贴图 Scale map Y|比例图 Y A map for scale along the Y axis|沿 Y 轴缩放的贴图 Instance map 1|实例图 1 Shows a color for each instance of the input image|显示输入图像的每个实例的颜色 Instance map 2|实例图 2 Advanced Tiler Color|高级彩色贴块器 Color Tiler|彩色贴块器 Instance Map|实例图 Tonality|曲线调整 Remaps a greyscale image tonality using a curve|使用曲线重新映射灰度图像色调 The tonality curve to which the input is remapped|输入重新映射到的色调曲线 The remapped greyscale image|重新映射的灰度图像 Tones map|色调图 Maps linearly an input tones interval to an output tones interval.|将输入色调间隔线性映射到输出色调间隔。 Input min|最小输入 InputMin|输入最小值 The minimum value of the input interval|输入区间的最小值 Input max|最大输入 InputMax|最大输入 The maximum value of the input interval|输入区间的最大值 Output min|最小输出 OutputMin|输出最小值 The minimum value of the output interval|输出区间的最小值 Output max|最大输出 OutputMax|最大输出 The maximum value of the output interval|输出区间的最大值 Tones Range|色调范围 Outputs the tone range around a specified value,|输出指定值附近的色调范围, The center value of the selection|选择的中心值 The width (in tones space) of the selection area|选择区域的宽度(在色调空间中) Adjusts the falloff of the output|调整输出的衰减 Invert the generated image if set|如果设置则反转生成的图像 Shows the generated high contrast image|显示生成的高对比度图像 Tones step|色阶 Emphasizes dark and light tones around a specified value|强调指定值周围的深色调和浅色调 The value of the input that separate dark and light zones of the result|分隔结果的暗区和亮区的输入值 width|宽度 The width (in tones space) of the transition area|过渡区域的宽度(在色调空间中) Transform|变换 2:Translate X|2:位移X The scaling factor along the X axis|沿 X 轴的缩放因子 The scaling factor along the Y axis|沿 Y 轴的比例因子 Repeat the input if checked, clamps otherwise|如果选中则重复输入,否则钳制 TranslateMap.x|位移映射.x An optional map for translation along the X axis|沿 X 轴平移的可选贴图 TranslateMap.y|位移贴图.y An optional map for translation along the Y axis|沿 Y 轴平移的可选贴图 RotateMap|旋转贴图 An optional map for rotation|用于旋转的可选贴图 ScaleMap.x|缩放映射.x An optional map for scaling along the X axis|用于沿 X 轴缩放的可选贴图 ScaleMap.y|缩放映射.y An optional map for scaling along the Y axis|用于沿 Y 轴缩放的可选贴图 Defines the behavior beyond the limits or the input image:\n- Clamp stretches the edges\n- Repeat tiles the input\n- Extend shows parts of the input that are beyond the edges|定义超出限制或输入图像的行为:\n- 夹紧拉伸边缘\n- 重复平铺输入\n- 扩展显示超出边缘的输入部分 Extend|扩展 Translates its input|移动它的输入 Shows the translated image|显示位移后的图像 Truchet|特鲁谢 Truchet pattern|特鲁谢 图案 Generates a truchet pattern|生成 特鲁谢 图案 The base shape of each tile of the truchet pattern|特鲁谢 图案的每个贴块的基础形状 Line|线 The number of rows and columns of the truchet pattern|特鲁谢图案的行数和列数 Shows a greyscale image of the truchet pattern.|显示 特鲁谢 图案的灰度图像。 Generic Truchet|通用 特鲁谢纹 Uniform|均色的 Draws a uniform image|绘制均色的图像 Color of the uniform image|均色图像的颜色 A uniform image of the selected color|所选颜色的均色图像 Greyscale Uniform|灰度 Draws a uniform greyscale image|绘制均色的灰度图像 The value of the uniform greyscale image|均匀灰度图像的值 A uniform image of the selected value|所选值的均色图像 Generates variations for its input|为其输入生成变化 Output1|输出 1 Shows a variation of the input|显示输入的变化 Output2|输出 2 Output3|输出 3 Output4|输出 4 Output5|输出 5 Voronoi|沃诺伊 Voronoi Noise|沃诺伊噪波 Generates several images from a tileable voronoi noise|从可平铺的-沃诺伊噪波-生成多个图像 Stretch X|拉伸X Stretch.x|拉伸.x The stretch factor along the X axis|沿 X 轴的拉伸因子 Stretch Y|拉伸Y Stretch.y|拉伸.y The stretch factor along the Y axis|沿 Y 轴的拉伸因子 A value factor for greyscale outputs|灰度输出的值因子 The randomness of cell centers positions|细胞中心位置的随机性 Nodes|节点 A greyscale pattern based on the distance to cell centers|基于到细胞中心距离的灰度图案 Borders|边框 A greyscale pattern based on the distance to borders|基于到边界距离的灰度图案 A color pattern that assigns a random color to each cell|为每个单元格分配随机颜色的颜色图案 An output that should be plugged into a Fill companion node|应插入 填充 节点对应的节点的输出 Warp|扭曲 Warps its input according to a heightmap|根据高度图扭曲其输入 Both warp modes extract their direction from the height map slopes:\n- Slope warp intensity only depends on the slope\n- Distance to top warp intensity depends on the slope and the distance to the top, and can be used to create mosaic-like patterns\n\nA Transform node with translate maps can produce effects similar to Slope Warp and is generally faster.|两种扭曲模式都从高度图的斜率中提取它们的方向:\n- 斜率扭曲强度仅取决于斜率\n- 到顶部扭曲强度的距离取决于坡度和到顶部的距离,并可用于创建马赛克-像图案\n\n带有平移贴图的变换节点可以产生类似于坡度变形的效果,而且通常速度更快。 Slope|坡度 Distance to top|到顶的距离 The strength of the warp effect|扭曲效果的强度 Epsilon|厄普西隆 The offset used to measure slopes|用于测量斜率的偏移量 The input image to be warped|要变形的输入图像 Shows the warped image|显示扭曲的图像 Warp Dilation|扭曲膨胀 port1|端口 1 mode|模式 Dilates its input following the contours or slope of an input heightmap|按照输入高度图的轮廓或斜率扩大其输入 The dilate mode (clockwise contour, counter clockwise contour or slope)|膨胀模式(顺时针等高线、逆时针等高线或斜率) Contour (cw)|轮廓(CW) Contour (ccw)|轮廓(CCW) The resolution at which the contours or slopes are followed (higher values will be more precise but rendering time will be higher)|遵循等高线或斜率的分辨率(值越高越精确'但渲染时间越长) The distance along which the contours or slopes are followed|遵循等高线或斜率的距离 Attenuation|衰减 The attenuation applied along the path|沿路径应用衰减 The height map whose contours or slopes are followed|遵循等高线或斜率的高度图 The dilated image|扩大的图像 Weave|编织 Weave pattern|编织图案 Generates a simple weave pattern|生成简易编织图案 The width of each row/column|每行/列的宽度 An input map that affects the width parameter|影响宽度参数的输入映射 Shows the generated greyscale weave pattern.|显示生成的灰度编织图案。 Width X|X的宽度 Width Y|Y的宽度 Stitch|缝 The length of each stitch|每条缝的长度 Horizontal mask|水平遮罩 Mask for horizontal stripes|横条纹遮罩 Vertical mask|垂直遮罩 Mask for vertical stripes|竖条纹遮罩 Base library|基础库 Simple|基础元素 Curved Star|弯星 Image|图像 Text|文本 Circular|圆 SDF|SDF Shapes|形状 Operators|操作器 sdCircleRepeat|sd圆形重复 Transforms|变换 CircleRepeat|循环重复 ToInvUvMap|填充uv坐标 From2D|从二维 Generic|通用 Checkerboard|棋盘 Tiles|贴块 BasketWeave|篮子编织 SpanishBond|西班牙砌砖 UnevenBricks|凹凸不平的砖块 Fibers|纤维 Warp1|扭曲1 Warp2|扭曲2 Filter|过滤器 BrightnessContrast|亮度对比 Tones|色调 Rainbow|彩虹 SwapChannels|交换通道 Blur|模糊 Directional|定向 Axis aligned|轴对齐 Diagonal|对角线 To Position|填充位置作色块 To Size|填充尺寸作色块 To Color|填充色彩块 To random grey|填充随机灰色 To random color|填充随机颜色 To UV|填充UV MakeTileable|使能贴块 CustomUV|自定义UV CircleSplatter|圆圈溅射 WarpDilation|扭曲膨胀 Workflow|工作流 CreateMap|创建贴图 MixMap|混合贴图 ApplyMap|应用贴图 Materials|材质 Marble|大理石 Metal|金属 Wood|木头 Template|模板 Splat|爆溅 Effects|材质影响 Paint1|材质上色1 Paint2|材质上色2 Miscellaneous|杂项 Iterate Buffer|迭代缓冲 Custom Shader|自定义着色器 Switch|开关 Remote|远程 Comment|评论 Debug|调试 Advanced|先进 SmoothCurvature|平滑曲率 Range|范围 SmoothCurvature2|平滑曲率2 Anisotropic|各向异性 HeightToAngle|高度到角度 RGBA|RGBA ArcPavement|弧形路面 Vec3|vec3 SDF2D|SDF2D SDF3D|SDF3D TEX3D|3D 纹理 Convert|转换 Patterns|图案 Screws|螺丝 Arrows|箭头 Snow|雪 RustyIron|锈铁 Dribble|液体流下 Zipper|拉链 Triplanar|三向映射 Depth/Occlusion (current layer)|深度/遮挡(当前层) Mask (current layer)|蒙版(当前层) Authors|作者 License|许可证 mortar_map|接缝图 bevel_map|倒角图 round_map|圆形图 ids|多个id in1|输入1 in2|输入2 color_tex|颜色_纹 mat1|材质1 mat2|材质2 mat3|材质3 mat4|材质4 Normal Blend|正常混合 in3|输入3 in4|输入4 color1|颜色1 color2|颜色2 tr_x|位移_x tr_y|位移_y sc_x|缩放_x sc_y|缩放_y tx|tx ty|ty sx|sx sy|sy hm|hm width_map|宽度_地图 Dark|黑暗 Light|明亮 zh - Chinese|zh - 中文 Higher values result in better antialiasing, but are more demanding to render.|值越高,抗锯齿效果越好,但对渲染的要求更高。 Higher values result in better tesselation quality, but are more demanding to render and require more memory.\nDon't increase this setting above 256 on slower machines!\nThis only affects the 3D preview when using tesselation, not parallax occlusion mapping.|值越高,细分质量越好,但渲染要求更高,需要更多内存。\n不要在速度较慢的机器上将此设置增加到 256 以上!\n这仅影响使用细分时的 3D 预览,而不影响视差遮挡贴图。 If enabled, the DirectionalLight will cast shadows in the 3D preview. This has a moderate performance cost.\nThe effect of this shadow is only visible when using a tesselated mesh or a custom object.\nChanges to this setting are only applied on application restart.|如果启用,DirectionalLight 将在 3D 预览中投射阴影。这具有中等性能成本。\n此阴影的效果仅在使用细分网格或自定义对象时可见。\n对此设置的更改仅在应用程序重新启动时应用。 A higher FPS limit may result in smoother operation but may use more CPU/GPU resources.\nHigher values may increase power usage, leading to reduced battery life on laptops.|较高的 FPS 限制可能会使操作更流畅,但可能会使用更多的 CPU/GPU 资源。\n较高的值可能会增加耗电量,甚至缩短笔记本电脑的电池寿命。 material|材质 User library|用户库 Create library|创建库 Load library|加载库 Unload|卸载库 Reset view|重置视图 Axes|轴 Export again|再次导出 Export animation|导出动画 Corners|角 Grid4x4|网格4x4 Grid16x16|网格16x16 Change color|更改颜色 Load Reference|加载参考 Remove Reference|移除参考 Save a File|保存文件 Path:|路径: Create Folder|创建文件夹 Directories & Files:|目录和文件: 1 line spritesheet|1 行精灵表 2 lines spritesheet|2 行精灵表 4 lines spritesheet|4 行精灵表 1 column spritesheet |1 列精灵表 Export animation|导出动画 Open a File|打开文件 File:|文件: Simple\nLeft click to show\nRight click to disable|基础元素\n左键单击显示\n右键单击禁用 3D\nLeft click to show\nRight click to disable|3D\n左键单击显示\n右键单击禁用 Pattern\nLeft click to show\nRight click to disable|图案\n左键单击显示\n右键单击禁用 Noise\nLeft click to show\nRight click to disable|噪波\n左键单击显示\n右键单击禁用 Filter\nLeft click to show\nRight click to disable|过滤器\n左键单击显示\n右键单击禁用 Transform\nLeft click to show\nRight click to disable|变换\n左键单击显示\n右键单击禁用 Workflow\nLeft click to show\nRight click to disable|工作流\n左键单击显示\n右键单击禁用 Miscellaneous\nLeft click to show\nRight click to disable|杂项\n左键单击显示\n右键单击禁用 Show 2D preview|显示 2D 预览 Show 3D preview|显示 3D 预览 Zoom Out|缩小 Zoom In|放大 Zoom Reset|缩放重置 Enable snap and show grid.|启用捕捉并显示网格。 Enable grid minimap.|启用网格小地图。 Connect to web site|连接到网站 Send material to web site|将材质发送到网站 polycurve|多段线曲线 Edit polygon|编辑多边形 Top|顶部 Graph|图形 Description|描述 Affect children seeds|影响子级种子 Back to parent|回到父级 Show hierarchy|显示层次结构 Define a description for this item|定义此项目的描述 Link another parameter|链接另一个参数 Remove parameter|删除参数 Unnamed|未命名 Parameters|参数 Add linked control|添加链接控件 Add configurations|添加配置 Add named parameter|添加命名参数 Inputs|输入 Outputs|输出 Port type|端口类型 Click to define port groups|单击以定义端口组 Greyscale TEX3D|灰度 TEX3D Expand all|展开全部 Collapse all|全部收起 No preview|无预览 1 preview|1个预览 2 previews|2个预览 3 previews|3个预览 About...|关于... Load from website|从网站加载 Node Editor|节点编辑器 brush|笔刷 Brush|笔刷 Stamp|印章 UV Pattern|UV图案 Show brush options|显示画笔选项 Freehand (F1)|手绘 (F1) Freehand line (F2)|手绘线 (F2) Lines (F3)|线 (F3) Toggler Eraser Mode (E)|切换橡皮擦模式 (E) New layer|新建图层 Paint Layer|绘制层 Procedural Layer|程序层 Mask Layer|遮罩层 Search...|搜索... Alert|警告 Quit Material Maker?|退出 Material Maker? Save [] before closing?|关闭前保存[]? Save and close|保存并关闭 Discard changes|放弃更改 Mat Normal|材质法线 Configuration|配置 Enter a name for the new configuration|为新配置命名 |<添加新配置> Move parameter up|上移参数 Move parameter down|下移参数 Open Material Maker web site|打开Material Maker网站 Add current color as a preset.|添加当前颜色作为预设。 Pick a color from the editor window.|从编辑器拾取一个颜色。 Wavefront OBJ file (*.obj)|Wavefront OBJ 文件 (*.obj) AlI Files (*)|全类型文件 (*) Go to parent folder.|前往父级文件夹 Refresh files.|刷新文件 Toggle the visibility of hidden files.|切换隐藏文件的可见性。 Open|打开 emission|自发光 normal|法线 depth|深度 ao|环境光遮蔽 occlusion|阻塞 Simple\nRight click to enable|基础元素\n右键单击启用 3D\nRight click to enable|3D\n右键单击启用 Pattern\nRight click to enable|图案\n右键单击启用 Noise\nRight click to enable|噪波\n右键单击启用 Filte\nRight click to enable|过滤器\n右键单击启用 Transform\nRight click to enable|变换\n右键单击启用 Workflow\nRight click to enable|工作流\n右键单击启用 Miscellaneous\nRight click to enable|杂项\n右键单击启用 enum|枚举 boolean|布尔值 color|颜色 gradient|灰度 curve|曲线 polygon|多边形 polyline|折线 Default value|默认值 Input flag|输入标识 Material Editor|材质编辑器 Node Description|节点描述 Parameter Description|参数描述 Input name|输入名 Output Description|输出描述 Generate input as function (can be used in "Instance Functions" section)|生成作为函数的输入(可用于“实例函数”部分)