[Bf-docboard-svn] bf-manual-translations: [6634] trunk/blender_docs/locale/sk/LC_MESSAGES/blender_manual.po: sk - /render/shader_nodes/shader/ > volume principled, refraction, specular, sss, toon, translucent, transparent, velvet, volume absorption, volume scatter

Jozef Matta noreply at blender.org
Thu Jul 8 11:05:30 CEST 2021


Revision: 6634
          https://developer.blender.org/rBMT6634
Author:   pegas923
Date:     2021-07-08 11:05:30 +0200 (Thu, 08 Jul 2021)
Log Message:
-----------
sk - /render/shader_nodes/shader/ > volume principled, refraction, specular, sss, toon, translucent, transparent, velvet, volume absorption, volume scatter

Modified Paths:
--------------
    trunk/blender_docs/locale/sk/LC_MESSAGES/blender_manual.po

Modified: trunk/blender_docs/locale/sk/LC_MESSAGES/blender_manual.po
===================================================================
--- trunk/blender_docs/locale/sk/LC_MESSAGES/blender_manual.po	2021-07-07 09:29:50 UTC (rev 6633)
+++ trunk/blender_docs/locale/sk/LC_MESSAGES/blender_manual.po	2021-07-08 09:05:30 UTC (rev 6634)
@@ -9,7 +9,7 @@
 "Project-Id-Version: Blender 2.92 Manual 2.92\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2021-07-06 21:06-0400\n"
-"PO-Revision-Date: 2021-07-07 11:28+0200\n"
+"PO-Revision-Date: 2021-07-08 11:01+0200\n"
 "Last-Translator: Jozef Matta <jozef.m923 at gmail.com>\n"
 "Language: sk\n"
 "Language-Team: sk <LL at li.org>\n"
@@ -19,6 +19,7 @@
 "Content-Transfer-Encoding: 8bit\n"
 "Generated-By: Babel 2.9.1\n"
 "X-Generator: Poedit 3.0\n"
+"X-Poedit-Bookmarks: -1,29894,-1,-1,-1,-1,-1,-1,-1,-1\n"
 
 #: ../../manual/about/contribute/build.rst:5
 msgid "Building the Manual"
@@ -49616,7 +49617,7 @@
 "each blending mode."
 msgstr ""
 "Režimy prelínania je možné zvoliť v ponuke výberu. Pozrite si :term:`Režimy prelínania farieb "
-"<Color Blend Modes>` pre podrobnosti o jednotlivých režimoch prelínaia."
+"<Color Blend Modes>` pre podrobnosti o jednotlivých režimoch prelínania."
 
 #: ../../manual/compositing/types/color/mix.rst:34 ../../manual/compositing/types/color/mix.rst:39
 #: ../../manual/video_editing/sequencer/strips/effects/color_mix.rst:21
@@ -96641,7 +96642,7 @@
 
 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:100
 msgid "Occlusion"
-msgstr "Pohltenie"
+msgstr "Pohlcovanie"
 
 #: ../../manual/grease_pencil/modifiers/generate/line_art.rst:105
 msgid "Occlusion subpanel."
@@ -111061,7 +111062,7 @@
 
 #: ../../manual/modeling/geometry_nodes/curve_primitives/quadratic_bezier.rst:6
 msgid "Quadratic Bezier"
-msgstr "Kvadratický Bezier"
+msgstr "Kvadratický Bézier"
 
 #: ../../manual/modeling/geometry_nodes/curve_primitives/quadratic_bezier.rst:11
 msgid "Quadratic Bezier Node."
@@ -149305,11 +149306,11 @@
 
 #: ../../manual/physics/forces/force_fields/introduction.rst:126
 msgid "Absorption"
-msgstr "Pohltenie"
+msgstr "Pohlcovanie"
 
 #: ../../manual/physics/forces/force_fields/introduction.rst:126
 msgid "Force gets absorbed by collision objects."
-msgstr "Sila sa absorbuje kolíziami objektov."
+msgstr "Sila je pohlcovaná kolíziami objektov."
 
 #: ../../manual/physics/forces/force_fields/introduction.rst:131
 msgid "Wind Factor"
@@ -162892,7 +162893,7 @@
 #: ../../manual/render/eevee/materials/nodes_support.rst:82
 #: ../../manual/render/shader_nodes/shader/volume_absorption.rst:5
 msgid "Volume Absorption"
-msgstr "Pohltenie objemom"
+msgstr "Pohlcovanie objemom"
 
 #: ../../manual/render/eevee/materials/nodes_support.rst:82
 msgid "See :ref:`Volume Limitation <eevee-limitations-volumetrics>`."
@@ -163780,7 +163781,7 @@
 
 #: ../../manual/render/eevee/render_settings/indirect_lighting.rst:48
 msgid "Diffuse Occlusion"
-msgstr "Pohltenie rozptylu"
+msgstr "Pohlcovanie rozptylom"
 
 #: ../../manual/render/eevee/render_settings/indirect_lighting.rst:47
 msgid ""
@@ -174886,7 +174887,7 @@
 "{\\left(5.969 - 0.215\\beta_{N} + 2.532\\beta_{N}^{2} -\n"
 "10.73\\beta_{N}^{3} + 5.574\\beta_{N}^{4} + 0.245\\beta_{N}^{5}\\right)^{2}}"
 msgstr ""
-"\\sigma_{a} = \\frac{\\ln(Color)}\n"
+"\\sigma_{a} = \\frac{\\ln(farba)}\n"
 "{\\left(5.969 - 0.215\\beta_{N} + 2.532\\beta_{N}^{2} -\n"
 "10.73\\beta_{N}^{3} + 5.574\\beta_{N}^{4} + 0.245\\beta_{N}^{5}\\right)^{2}}"
 
@@ -175611,6 +175612,12 @@
 "but rather mixed with a glossy node using a Fresnel factor. Otherwise it will give quite dark "
 "results at the edges for glossy refraction."
 msgstr ""
+":abbr:`BSDF (Bidirectional scattering distribution function - Funkcia obojsmernej distribúcie "
+"rozptylu)` *Lom* sa používa na pridanie odlesku lomu s distribúciou ostrou alebo mikroplôškami, "
+"používaná pre materiály prepúšťajúce svetlo. Pre dosiahnutie najlepších výsledkov by sa tento uzol "
+"mal považovať za stavebný prvok a nemal by sa používať samostatne, ale skôr zmiešaný s uzlom "
+"odlesku lomu použitím Fresnelovho faktora. V opačnom prípade poskytne pri odlesku lomu pomerne "
+"tmavé výsledky na hranách."
 
 #: ../../manual/render/shader_nodes/shader/refraction.rst:24
 msgid ""
@@ -175617,6 +175624,7 @@
 "Color of the surface, or physically speaking, the probability that light is refracted for each "
 "wavelength."
 msgstr ""
+"Farba povrchu, alebo fyzikálne povedané, pravdepodobnosť, že sa svetlo pre každú vlnovú dĺžku láme."
 
 #: ../../manual/render/shader_nodes/shader/refraction.rst:35
 msgid ""
@@ -175623,14 +175631,16 @@
 "Microfacet distribution to use. *Sharp* results in perfectly sharp refractions, while *Beckmann* "
 "and *GGX* can use the *Roughness* input for blurry refractions."
 msgstr ""
+"Distribúcia mikroplôšok na použitie. *Ostré* vedie k dokonale ostrým lomom, zatiaľ čo *Beckmann* a "
+"*GGX* môžu použiť vstup *Zdrsnenie* pre rozostrené lomy."
 
 #: ../../manual/render/shader_nodes/shader/refraction.rst:51
 msgid "Refraction Shader."
-msgstr ""
+msgstr "Tieňovač Lom."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:10
 msgid "Specular BSDF."
-msgstr ""
+msgstr "BSDF Odraz."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:14
 msgid ""
@@ -175637,6 +175647,8 @@
 "The *Specular* :abbr:`BSDF (Bidirectional scattering distribution function)` combines multiple "
 "layers into a single easy to use node."
 msgstr ""
+":abbr:`BSDF (Bidirectional scattering distribution function - Funkcia obojsmernej distribúcie "
+"rozptylu)` *Odraz* spája viacero vrstiev do jedného ľahko použiteľného uzla."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:17
 msgid ""
@@ -175644,6 +175656,9 @@
 "the *specular* workflow instead of the metallic. It has far fewer parameters and supports less "
 "features. Both might be merged into one node in the future."
 msgstr ""
+"Je podobný uzlu :doc:`Principiálna BSDF </render/shader_nodes/shader/principled>`, ale používa "
+"pracovný postup *odrazu* namiesto metalizovaného. Má oveľa menej parametrov a podporuje menej "
+"funkcií. Oba uzly by sa mohli v budúcnosti zlúčiť do jedného uzla."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:21
 msgid ""
@@ -175650,10 +175665,12 @@
 "The specular workflow functions by specifying the facing (along normal) reflection color. The "
 "result may not be physically plausible because there is no energy conservation."
 msgstr ""
+"Pracovný postup odrazu funguje tak, že určuje farbu odrazu smerom k povrchu (pozdĺž normálu). "
+"Výsledok nemusí byť fyzikálne vierohodný, pretože nedochádza k zachovaniu energie."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:29
 msgid "Diffuse surface color. For conductor materials (metals) it should be black."
-msgstr ""
+msgstr "Farba rozptylu povrchu. Pre vodivé materiály (kovy) by mala byť čierna."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:32
 msgid ""
@@ -175660,6 +175677,8 @@
 "Amount of specular reflection. Specifies facing (along normal) reflectivity. Conductor materials "
 "(metals) can have colored specular reflection."
 msgstr ""
+"Množstvo zrkadleného odrazu. Určuje odrazivosť smerom k povrchu (pozdĺž normálu). Vodivé materiály "
+"(kovy) môžu mať farebný zrkadlený odraz."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:37
 msgid ""
@@ -175666,26 +175685,28 @@
 "To compute this value for a realistic material with a known index of refraction, you may use this "
 "special case of the Fresnel formula: :math:`specular = ((ior - 1)/(ior + 1))^2`"
 msgstr ""
+"Na výpočet tejto hodnoty pre reálny materiál so známym indexom lomu môžete použiť tento špeciálny "
+"prípad Fresnelovho vzorca: :math:`odraz = ((index lomu - 1)/(index lomu + 1))^2`"
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:43
 msgid "water: ior = 1.33, specular = 0.02"
-msgstr ""
+msgstr "voda: index lomu = 1,33, zrkadlené = 0,02"
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:44
 msgid "glass: ior = 1.5, specular = 0.04"
-msgstr ""
+msgstr "sklo: index lomu = 1,5, zrkadlené = 0,04"
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:45
 msgid "diamond: ior = 2.417, specular = 0.17"
-msgstr ""
+msgstr "diamant: index lomu = 2,417, zrkadlené = 0,17"
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:55
 msgid "Emissive Color"
-msgstr ""
+msgstr "Farba vyžarovania"
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:55
 msgid "Color of the emitted light. This light is added to the BSDF result."
-msgstr ""
+msgstr "Farba vyžarovaného svetla. Toto svetlo sa pridá k výsledku BSDF."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:58
 msgid ""
@@ -175693,26 +175714,29 @@
 "Use an Invert node to convert alpha to transparency. This will only have an effect if the material "
 "uses a blend mode other than opaque."
 msgstr ""
+"Faktor priehľadnosti. Je to inverzná hodnota kanálu alfa (1 - alfa), ktorú nájdete v obrázku. Na "
+"konvertovanie alfa na priehľadnosť použite uzol Invertovať. Toto bude mať účinok len vtedy, ak "
+"materiál používa iný režim prelínania ako nepriehľadný."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:67
 msgid "Clear Coat"
-msgstr ""
+msgstr "Bezfarebný lak"
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:70
 msgid "Clear Coat Roughness:"
-msgstr ""
+msgstr "Zdrsnenie bezfarebného laku:"
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:70
 msgid "Roughness of clear coat specular."
-msgstr ""
+msgstr "Zdrsnenie zrkadleného bezfarebného laku."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:73
 msgid "Clear Coat Normal"
-msgstr ""
+msgstr "Normál bezfarebného laku"
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:73
 msgid "Controls the normals of the *Clear Coat* layer."
-msgstr ""
+msgstr "Ovláda normály vrstvy *Bezfarebného laku*."
 
 #: ../../manual/render/shader_nodes/shader/specular_bsdf.rst:76
 msgid ""
@@ -175719,10 +175743,12 @@
 "Amount of occlusion to apply to indirect lighting. Usually a bake ambient occlusion map. The final "
 "occlusion factor is the minimum of this input and the runtime ambient occlusion effect."
 msgstr ""
+"Množstvo pohlcovania, ktoré sa má použiť na nepriame osvetlenie. Zvyčajne je to mapa pohlcovania "

@@ Diff output truncated at 10240 characters. @@


More information about the Bf-docboard-svn mailing list