[Bf-docboard-svn] bf-manual-translations: [5470] trunk/blender_docs/locale/zh-hans/LC_MESSAGES/render/cycles/render_settings:

金葵 noreply at blender.org
Fri Oct 30 09:01:46 CET 2020


Revision: 5470
          https://developer.blender.org/rBMT5470
Author:   ADwizardJK
Date:     2020-10-30 09:01:45 +0100 (Fri, 30 Oct 2020)
Log Message:
-----------


Modified Paths:
--------------
    trunk/blender_docs/locale/zh-hans/LC_MESSAGES/render/cycles/render_settings/light_paths.po
    trunk/blender_docs/locale/zh-hans/LC_MESSAGES/render/cycles/render_settings/subdivision.po

Modified: trunk/blender_docs/locale/zh-hans/LC_MESSAGES/render/cycles/render_settings/light_paths.po
===================================================================
--- trunk/blender_docs/locale/zh-hans/LC_MESSAGES/render/cycles/render_settings/light_paths.po	2020-10-30 04:41:07 UTC (rev 5469)
+++ trunk/blender_docs/locale/zh-hans/LC_MESSAGES/render/cycles/render_settings/light_paths.po	2020-10-30 08:01:45 UTC (rev 5470)
@@ -4,15 +4,16 @@
 "Project-Id-Version: Blender Reference Manual 0.1\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2020-07-03 13:12-0400\n"
-"PO-Revision-Date: 2020-05-30 00:43+0800\n"
+"PO-Revision-Date: 2020-10-30 15:58+0800\n"
 "Last-Translator: kidux(xueke pei) <blender at vip.qq.com>\n"
 "Language: zh\n"
 "Language-Team: BlenderCN Translation Team\n"
-"Plural-Forms: nplurals=1; plural=0\n"
+"Plural-Forms: nplurals=1; plural=0;\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=utf-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Generated-By: Babel 2.7.0\n"
+"X-Generator: Poedit 2.4.1\n"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:5
 msgid "Light Paths"
@@ -27,7 +28,6 @@
 msgstr "面板"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:10
-#, fuzzy
 msgid ":menuselection:`Render --> Light Paths`"
 msgstr ":menuselection:`渲染 --> 光程`"
 
@@ -37,21 +37,22 @@
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:18
 msgid ""
-"The maximum number of light bounces can be controlled manually. While "
-"ideally this should be infinite, in practice a smaller number of bounces "
-"may be sufficient, or some light interactions may be intentionally left "
-"out for faster convergence. The number of diffuse reflection, glossy "
-"reflection and transmission bounces can also be controlled individually."
-msgstr "光线反弹的最大次数可以手动控制。尽管这一数值理论上没有限制,然而在实际中,一个较小的数值即可满足需要,或者屏蔽某些光线交互来加快收敛控制。此外,漫反射次数、光泽反射次数以及透射反弹次数也可以分别进行控制。"
+"The maximum number of light bounces can be controlled manually. While ideally this should be infinite, in practice a "
+"smaller number of bounces may be sufficient, or some light interactions may be intentionally left out for faster "
+"convergence. The number of diffuse reflection, glossy reflection and transmission bounces can also be controlled "
+"individually."
+msgstr ""
+"光线反弹的最大次数可以手动控制。尽管这一数值理论上没有限制,然而在实际中,一个较小的数值即可满足需要,或者屏蔽某些光线"
+"交互来加快收敛控制。此外,漫反射次数、光泽反射次数以及透射反弹次数也可以分别进行控制。"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:25
 msgid ""
-"Light paths are terminated probabilistically when specifying a minimum "
-"number of light bounces lower than the maximum. In that case, paths "
-"longer than minimum will be randomly stopped when they are expected to "
-"contribute less light to the image. This will still converge to the same "
-"image, but renders faster while possibly being noisier."
-msgstr "当指定了一个低于最大值的最小数值时,光程将会遵循盖然性而终止。这种情况下,当光程按照预想中那样降低对图像的光照作用时,长于最小数值的光程会随机停止。这仍然会让渲染收敛到相同的最终图像结果,在产生较多噪点时会让渲染速度会更快。"
+"Light paths are terminated probabilistically when specifying a minimum number of light bounces lower than the maximum. "
+"In that case, paths longer than minimum will be randomly stopped when they are expected to contribute less light to "
+"the image. This will still converge to the same image, but renders faster while possibly being noisier."
+msgstr ""
+"当指定了一个低于最大值的最小数值时,光程将会遵循盖然性而终止。这种情况下,当光程按照预想中那样降低对图像的光照作用时,"
+"长于最小数值的光程会随机停止。这仍然会让渲染收敛到相同的最终图像结果,在产生较多噪点时会让渲染速度会更快。"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:32
 msgid "Total"
@@ -59,10 +60,8 @@
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:31
 msgid ""
-"Maximum number of light bounces. For best quality, this should be set to "
-"the maximum. However, in practice, it may be good to set it to lower "
-"values for faster rendering. A value of 0 bounces results in direct "
-"lighting only."
+"Maximum number of light bounces. For best quality, this should be set to the maximum. However, in practice, it may be "
+"good to set it to lower values for faster rendering. A value of 0 bounces results in direct lighting only."
 msgstr "光在光网内反弹的最大次数。最大值的效果最好,但实际上考虑到渲染速度,建议选择更低的值。0为禁用间接漫反射光。"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:34
@@ -91,10 +90,8 @@
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:41
 msgid ""
-"The maximum number of transparent bounces is controlled separately from "
-"other bounces. It is also possible to use probabilistic termination of "
-"transparent bounces, which might help rendering many layers of "
-"transparency."
+"The maximum number of transparent bounces is controlled separately from other bounces. It is also possible to use "
+"probabilistic termination of transparent bounces, which might help rendering many layers of transparency."
 msgstr "透明反弹次数上限是通过其它的反弹来单独控制的。也可以使用概率性透明反弹终止机制,这会有助于渲染多个透明度层。"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:44
@@ -123,33 +120,29 @@
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:56
 msgid ""
-"This option limits the maximum intensity a sample from rays which have "
-"not yet bounced can contribute to a pixel. It reduces noise at the cost "
-"of accuracy. Setting this option to 0.0 disables clamping altogether. "
-"Lower have a greater affect (dimmer samples) on the resulting image than "
-"higher values."
+"This option limits the maximum intensity a sample from rays which have not yet bounced can contribute to a pixel. It "
+"reduces noise at the cost of accuracy. Setting this option to 0.0 disables clamping altogether. Lower have a greater "
+"affect (dimmer samples) on the resulting image than higher values."
 msgstr ""
-"此选项限制样本来自尚未反弹的能对像素造成影响的光线的最大强度。它降低了噪点,但精度更低。将此选项设置为 0.0 "
-"将完全禁用钳制。越低,对生成的图像的影响(调暗样本)比值较高。"
+"此选项限制样本来自尚未反弹的能对像素造成影响的光线的最大强度。它降低了噪点,但精度更低。将此选项设置为 0.0 将完全禁用钳"
+"制。越低,对生成的图像的影响(调暗样本)比值较高。"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:62
 msgid ""
-"This option provides a way to limit :term:`Fireflies`. However, note that"
-" as you clamp out such values, other bright lights/reflections will be "
-"dimmed as well."
+"This option provides a way to limit :term:`Fireflies`. However, note that as you clamp out such values, other bright "
+"lights/reflections will be dimmed as well."
 msgstr ""
-"*路径追踪* 中常见的问题是 :term:`闪点`: "
-"离奇的采样对像素贡献过高的亮度。该选项提供了一种限制该现象的方法,但当你钳制这些值的时候,其他亮光和反射也会因此变暗。"
+"*路径追踪* 中常见的问题是 :term:`闪点`: 离奇的采样对像素贡献过高的亮度。该选项提供了一种限制该现象的方法,但当你钳制这"
+"些值的时候,其他亮光和反射也会因此变暗。"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:65
 msgid ""
-"Care must be taken when using this setting to find a balance between "
-"mitigating fireflies and losing intentionally bright parts. It is often "
-"useful to clamp indirect bounces separately, as they tend to cause more "
-"fireflies than direct bounces. See the *Clamp Indirect* setting."
+"Care must be taken when using this setting to find a balance between mitigating fireflies and losing intentionally "
+"bright parts. It is often useful to clamp indirect bounces separately, as they tend to cause more fireflies than "
+"direct bounces. See the *Clamp Indirect* setting."
 msgstr ""
-"使用此设置时必须小心,以在减轻噪点和失去故意明亮的零件之间找到平衡点。单独钳制间接反弹通常很有用,因为它们往往比直接反弹导致更多的噪点。请参阅 "
-"*间接钳制* 设置。"
+"使用此设置时必须小心,以在减轻噪点和失去故意明亮的零件之间找到平衡点。单独钳制间接反弹通常很有用,因为它们往往比直接反"
+"弹导致更多的噪点。请参阅 *间接钳制* 设置。"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:71
 msgid "Clamp Indirect"
@@ -156,25 +149,19 @@
 msgstr "钳制间接光"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:70
-msgid ""
-"The same as *Clamp Direct*, but for rays which have bounced multiple "
-"times."
+msgid "The same as *Clamp Direct*, but for rays which have bounced multiple times."
 msgstr "和 *钳制直接光* 相似,但是适用于反弹多次的射线。"
 
-#: ../../<generated>:1
-#: ../../manual/render/cycles/render_settings/light_paths.rst:74
+#: ../../<generated>:1 ../../manual/render/cycles/render_settings/light_paths.rst:74
 msgid "Caustics"
 msgstr "焦散线"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:76
-#, fuzzy
 msgid "A common source of noise is :term:`Caustics`."
 msgstr "常见的噪声源是 :term:`焦散`."
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:80
-msgid ""
-"See :ref:`Reducing Noise <render-cycles-reducing-noise-clamp-samples>` "
-"for examples of the clamp settings in use."
+msgid "See :ref:`Reducing Noise <render-cycles-reducing-noise-clamp-samples>` for examples of the clamp settings in use."
 msgstr "参见 :ref:`降噪 <render-cycles-reducing-noise-clamp-samples>` 钳制光泽应用的例子。"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:98
@@ -183,48 +170,44 @@
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:86
 msgid ""
-"When using a value higher than 0.0, this will blur glossy reflections "
-"after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a "
-"good starting value to tweak."
+"When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the "
+"cost of accuracy. 1.0 is a good starting value to tweak."
 msgstr "当使用高于 0.0 的值时,这将模糊光泽反弹后的光泽反射,以降低噪点,但代价是精度高。1.0 是调整的好起始值。"
 
 #: ../../manual/render/cycles/render_settings/light_paths.rst:89
 msgid ""
-"Some light paths have a low probability of being found while contributing"
-" much light to the pixel. As a result these light paths will be found in "
-"some pixels and not in others, causing :term:`Fireflies`. An example of "
-"such a difficult path might be a small light that is causing a small "
-"specular highlight on a sharp glossy material, which is observed through "
-"a rough glossy material. In fact in such a case there practically occurs "
-"a caustic."
+"Some light paths have a low probability of being found while contributing much light to the pixel. As a result these "
+"light paths will be found in some pixels and not in others, causing :term:`Fireflies`. An example of such a difficult "
+"path might be a small light that is causing a small specular highlight on a sharp glossy material, which is observed "
+"through a rough glossy material. In fact in such a case there practically occurs a caustic."
 msgstr ""
-"某些光程在为像素贡献大量光的同时被发现的概率较低。因此,这些光程将在某些像素中找到,而其他像素中找不到,从而导致 "
-":term:`闪点`。通过粗糙的光泽材料观察到的锐利光泽材质上的高光亮点就是这种复杂光程的一个例子。事实上,在这种情况下实际会发生焦散。"
+"某些光程在为像素贡献大量光的同时被发现的概率较低。因此,这些光程将在某些像素中找到,而其他像素中找不到,从而导致 :term:"
+"`闪点`。通过粗糙的光泽材料观察到的锐利光泽材质上的高光亮点就是这种复杂光程的一个例子。事实上,在这种情况下实际会发生焦"
+"散。"
 

@@ Diff output truncated at 10240 characters. @@


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