[Bf-docboard-svn] bf-manual-translations: [5698] trunk/blender_docs/locale/es/LC_MESSAGES/editors/shader_editor.po: (es) 1st translation: Shader Editor
Pep
noreply at blender.org
Mon Nov 23 17:29:59 CET 2020
Revision: 5698
https://developer.blender.org/rBMT5698
Author: pepribal
Date: 2020-11-23 17:29:59 +0100 (Mon, 23 Nov 2020)
Log Message:
-----------
(es) 1st translation: Shader Editor
Modified Paths:
--------------
trunk/blender_docs/locale/es/LC_MESSAGES/editors/shader_editor.po
Modified: trunk/blender_docs/locale/es/LC_MESSAGES/editors/shader_editor.po
===================================================================
--- trunk/blender_docs/locale/es/LC_MESSAGES/editors/shader_editor.po 2020-11-23 16:14:21 UTC (rev 5697)
+++ trunk/blender_docs/locale/es/LC_MESSAGES/editors/shader_editor.po 2020-11-23 16:29:59 UTC (rev 5698)
@@ -4,35 +4,42 @@
# package.
# FIRST AUTHOR <EMAIL at ADDRESS>, 2019.
#
-#, fuzzy
msgid ""
msgstr ""
-"Project-Id-Version: Blender 2.80 Manual 2.80\n"
+"Project-Id-Version: Blender 2.91 Manual 2.91\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-07-03 13:12-0400\n"
-"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
-"Last-Translator: FULL NAME <EMAIL at ADDRESS>\n"
-"Language-Team: LANGUAGE <LL at li.org>\n"
+"PO-Revision-Date: 2020-11-23 17:29+0100\n"
"MIME-Version: 1.0\n"
-"Content-Type: text/plain; charset=utf-8\n"
+"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Generated-By: Babel 2.7.0\n"
+"Plural-Forms: nplurals=2; plural=(n != 1);\n"
+"Last-Translator: \n"
+"Language-Team: \n"
+"Language: es\n"
+"X-Generator: Poedit 2.4.2\n"
#: ../../manual/editors/shader_editor.rst:4
msgid "Shader Editor"
-msgstr ""
+msgstr "Editor Shader"
#: ../../manual/editors/shader_editor.rst:6
msgid ""
-"The Shader Editor is used to edit materials which are used for "
-":doc:`rendering </render/index>`. Materials used by Cycles and Eevee are "
+"The Shader Editor is used to edit materials which are used for :doc:"
+"`rendering </render/index>`. Materials used by Cycles and Eevee are "
"defined using a node tree. Therefore, the main window of the Shader "
"editor is a :doc:`node editor </interface/controls/nodes/index>`."
msgstr ""
+"El *Editor Shader* (Editor de Sombreado) se usa para editar materiales "
+"que se usan para :doc:`renderizar </render/index>`. Los materiales "
+"utilizados por Cycles y Eevee se definen mediante un árbol de nodos. Por "
+"lo tanto, la pantalla principal del editor *Shader* es un :doc:`editor "
+"de nodos </interface/controls/nodes/index>`."
#: ../../manual/editors/shader_editor.rst:12
msgid "Shader Editor with the default material node tree."
-msgstr ""
+msgstr "Editor Shader con el árbol de nodos del material por defecto."
#: ../../manual/editors/shader_editor.rst:14
msgid ""
@@ -39,14 +46,16 @@
"A list of all :doc:`shader nodes </render/shader_nodes/index>` is "
"available in the rendering section."
msgstr ""
+"En la sección de renderizado hay disponible una lista con todos los :doc:"
+"`nodos de sombreado </render/shader_nodes/index>`."
#: ../../manual/editors/shader_editor.rst:18
msgid "Header"
-msgstr ""
+msgstr "Encabezado"
#: ../../manual/editors/shader_editor.rst:20
msgid "Use Nodes"
-msgstr ""
+msgstr "Use Nodes (Usar Nodos)"
#: ../../manual/editors/shader_editor.rst:21
msgid ""
@@ -53,10 +62,12 @@
"The Use Nodes setting is mostly a legacy setting and should always be "
"checked for materials."
msgstr ""
+"El ajuste *Use Nodes* existe principalmente para compatibilidad con "
+"versiones antiguas, y debería estar siempre activado para materiales."
#: ../../manual/editors/shader_editor.rst:24
msgid "Slot"
-msgstr ""
+msgstr "Slot (Casilla)"
#: ../../manual/editors/shader_editor.rst:23
msgid ""
@@ -64,69 +75,42 @@
"<material-slots>` on the active object. The material selector to the "
"right of it can change the material that is in the selected slot."
msgstr ""
+"El menú *Slot* puede usarse para seleccionar el :ref:`slot de material "
+"<material-slots>` para el objeto activo. El selector de material a la "
+"derecha de este puede cambiar el material en el *slot* seleccionado."
#: ../../manual/editors/shader_editor.rst:30
msgid "Pin (pin icon)"
-msgstr ""
+msgstr "Pin (icono aguja)"
#: ../../manual/editors/shader_editor.rst:27
msgid ""
"The pin button will keep the current material selection fixed. When a "
-"material is pinned, it will remain visible in the Shader editor even when"
-" another object or material is selected elsewhere."
+"material is pinned, it will remain visible in the Shader editor even "
+"when another object or material is selected elsewhere."
msgstr ""
+"El botón *pin* mantendrá la selección de material actual fija. Cuando un "
+"material está fijado, permanecerá visible en el editor *Shader* incluso "
+"cuando otro objeto o material sea seleccionado en cualquier otro lugar."
#: ../../manual/editors/shader_editor.rst:33
msgid "Sidebar"
-msgstr ""
+msgstr "Barra Lateral"
#: ../../manual/editors/shader_editor.rst:36
msgid "Options"
-msgstr ""
+msgstr "Options (Opciones)"
#: ../../manual/editors/shader_editor.rst:38
msgid ""
"The Options panel in the Sidebar region contains the same :doc:`settings "
-"</render/materials/settings>` that are also available in the Material tab"
-" in the Properties. They differ depending on the selected render engine. "
-"The settings are duplicated to make it possible to edit the entire "
-"material from the Shader editor."
+"</render/materials/settings>` that are also available in the Material "
+"tab in the Properties. They differ depending on the selected render "
+"engine. The settings are duplicated to make it possible to edit the "
+"entire material from the Shader editor."
msgstr ""
-
-#~ msgid "TODO28"
-#~ msgstr ""
-
-#~ msgid "TODO2.8"
-#~ msgstr ""
-
-#~ msgid ""
-#~ "The :menuselection:`Slot` menu can be "
-#~ "used to select the active :ref:`material"
-#~ " slot <material-slots>` on the active"
-#~ " object. The material selector to the"
-#~ " right of it can change the "
-#~ "material that is in the selected "
-#~ "slot."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "The pin button will keep the "
-#~ "current material selection fixed. When a"
-#~ " material is pinned, it will remain"
-#~ " visible in the shader editor even"
-#~ " when another object or material is"
-#~ " selected elsewhere."
-#~ msgstr ""
-
-#~ msgid ""
-#~ "The Options panel in the Sidebar "
-#~ "region contains the same :doc:`settings "
-#~ "</render/materials/settings>` that are also "
-#~ "available in the Material tab in "
-#~ "the Properties editor. They differ "
-#~ "depending on the selected render engine."
-#~ " The settings are duplicated to make"
-#~ " it possible to edit the entire "
-#~ "material from the shader editor."
-#~ msgstr ""
-
+"El panel *Options* en la región de la Barra Lateral contiene los mismos :"
+"doc:`ajustes </render/materials/settings>` que están disponibles en la "
+"pestaña *Material* en las Propiedades. Se diferencian dependiendo del "
+"motor de render seleccionado. Los ajustes son duplicados para "
+"posibilitar la edición completa del material desde el editor *Shader*."
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