[Bf-docboard-svn] bf-manual-translations: [7072] trunk/blender_docs/locale/sk/LC_MESSAGES/blender_manual.po: sk - corrections and additions to the text of the translation after update r86110 - fix6

Jozef Matta noreply at blender.org
Wed Nov 17 09:05:16 CET 2021


Revision: 7072
          https://developer.blender.org/rBMT7072
Author:   pegas923
Date:     2021-11-17 09:05:16 +0100 (Wed, 17 Nov 2021)
Log Message:
-----------
sk - corrections and additions to the text of the translation after update r86110 - fix6

Revision Links:
--------------
    https://developer.blender.org/rBMT86110

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	2021-11-16 12:58:55 UTC (rev 7071)
+++ trunk/blender_docs/locale/sk/LC_MESSAGES/blender_manual.po	2021-11-17 08:05:16 UTC (rev 7072)
@@ -9,7 +9,7 @@
 "Project-Id-Version: Blender 2.92 Manual 2.92\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2021-11-09 13:46-0500\n"
-"PO-Revision-Date: 2021-11-16 13:29+0100\n"
+"PO-Revision-Date: 2021-11-17 08:31+0100\n"
 "Last-Translator: Jozef Matta <jozef.m923 at gmail.com>\n"
 "Language: sk\n"
 "Language-Team: sk <LL at li.org>\n"
@@ -197477,6 +197477,11 @@
 "distant :term:`HDRI` lighting (or World) is considered as indirect lighting. "
 "Mesh objects using an Emission node are also considered as indirect lighting."
 msgstr ""
+"Hoci to nie je úplne správne, všetko osvetlenie, ktoré nevychádza priamo zo "
+"svetelného objektu, sa v systéme Eevee považuje za nepriame osvetlenie. To "
+"znamená, že vzdialené :term:`HDRI` osvetlenie (alebo Svet) sa považuje za "
+"nepriame osvetlenie. Povrchové siete objektov využívajúce uzol Emisie sa "
+"tiež považujú za nepriame osvetlenie."
 
 #: ../../manual/render/eevee/render_settings/indirect_lighting.rst:13
 msgid ""
@@ -198218,19 +198223,11 @@
 msgstr ":ref:`Limitácie <eevee-limitations-volumetrics>`."
 
 #: ../../manual/render/eevee/world.rst:6
-#, fuzzy
 msgid ""
 "The world environment can emit light, ranging from a single solid color to "
 "arbitrary textures."
 msgstr ""
-"#-#-#-#-#  catalog.po (Blender 2.92 Manual 2.92)  #-#-#-#-#\n"
 "Prostredie sveta môže emitovať svetlo, od jednej jednoliatej farby až po "
-"ľubovoľné textúry.\n"
-"#-#-#-#-#  catalog.po (Blender 2.92 Manual 2.92)  #-#-#-#-#\n"
-"Prostredie sveta môže vyžarovať svetlo, od jednej jednoliatej farby až po "
-"ľubovoľné textúry.\n"
-"#-#-#-#-#  catalog.po (Blender 2.92 Manual 2.92)  #-#-#-#-#\n"
-"Prostredie sveta môže vyžarovať svetlo, od jednej jednoliatej farby až po "
 "ľubovoľné textúry."
 
 #: ../../manual/render/eevee/world.rst:9
@@ -199073,7 +199070,6 @@
 "aktualizáciami možností štylizácie čiar."
 
 #: ../../manual/render/freestyle/view_layer/freestyle.rst:45
-#, fuzzy
 msgid ""
 "Although the *View Map Cache* checkbox is a view layer option, the cache "
 "memory is shared by all view layers and scenes. This means that if Freestyle "
@@ -202142,7 +202138,6 @@
 "cycles-settings-viewport-denoising>` vybranému na prekreslenie."
 
 #: ../../manual/render/layers/passes.rst:56
-#, fuzzy
 msgid "The Z, Object Index, and Material Index passes are not anti-aliased."
 msgstr ""
 "Prechody Z, Index objektu a Index materiálu nie sú vyhladzované (bez "
@@ -203762,7 +203757,6 @@
 msgstr "Komponenty"
 
 #: ../../manual/render/materials/components/surface.rst:6
-#, fuzzy
 msgid ""
 "The surface shader defines the light interaction at the surface of the mesh. "
 "One or more :abbr:`BSDF (Bidirectional Scattering Distribution Function)`\\ "
@@ -203772,7 +203766,7 @@
 "Tieňovač povrchu definuje interakciu svetla na povrchu siete. Jedna alebo "
 "viac :abbr:`BSDF (Bidirectional scattering distribution function - Funkcia "
 "obojsmernej distribúcie rozptylu)` určuje, či sa prichádzajúce svetlo odráža "
-"späť, láme vnútri siete alebo pohlcuje."
+"späť, láme vnútri povrchovej siete alebo pohlcuje."
 
 #: ../../manual/render/materials/components/surface.rst:10
 msgid ""
@@ -203779,6 +203773,8 @@
 "Emission defines how light is emitted from the surface, allowing any surface "
 "to become a light source."
 msgstr ""
+"Emisia definuje spôsob vyžarovania svetla z povrchu, vďaka čomu sa akýkoľvek "
+"povrch môže stať zdrojom svetla."
 
 #: ../../manual/render/materials/components/surface.rst:15
 msgid "Terminology"
@@ -203840,7 +203836,6 @@
 msgstr "Parametre BSDF"
 
 #: ../../manual/render/materials/components/surface.rst:32
-#, fuzzy
 msgid ""
 "A major difference from non-physically-based renderers is that direct light "
 "reflection from lights and indirect light reflection of other surfaces are "
@@ -203858,7 +203853,6 @@
 "parametrov na ladenie."
 
 #: ../../manual/render/materials/components/surface.rst:39
-#, fuzzy
 msgid ""
 "For the glossy :abbr:`BSDF (Bidirectional Scattering Distribution Function)`"
 "\\ s, the *roughness* parameter controls the sharpness of the reflection, "
@@ -203978,6 +203972,8 @@
 ":doc:`Emission </render/shader_nodes/shader/emission>` will emit light from "
 "the volume, for example for fire."
 msgstr ""
+":doc:`Emisia </render/shader_nodes/shader/emission>` bude emitovať svetlo z "
+"objemu, napríklad pre oheň."
 
 #: ../../manual/render/materials/components/volume.rst:58
 msgid "Volume Absorption, Scatter and Emission"
@@ -204287,7 +204283,6 @@
 "a vyvážené osvetlenie, hoci je potrebné mať na pamäti niekoľko vecí."
 
 #: ../../manual/render/materials/introduction.rst:85
-#, fuzzy
 msgid ""
 "In order for materials to work well with global illumination, they should be "
 "energy conserving. That means they cannot reflect more light than comes in. "
@@ -208357,6 +208352,9 @@
 "The *Blackbody* node converts a blackbody temperature to RGB value. This can "
 "be useful for materials that emit light at natural occurring frequencies."
 msgstr ""
+"Uzol *Čierne teleso* konvertuje teplotu čierneho telesa na hodnotu RGB. To "
+"môže byť užitočné pre materiály, ktoré emitujú svetlo pri prirodzených "
+"frekvenciách."
 
 #: ../../manual/render/shader_nodes/converter/blackbody.rst:21
 #: ../../manual/render/shader_nodes/input/volume_info.rst:44
@@ -210611,7 +210609,6 @@
 msgstr "Anizotropná BSDF."
 
 #: ../../manual/render/shader_nodes/shader/anisotropic.rst:14
-#, fuzzy
 msgid ""
 "The *Anisotropic* :abbr:`BSDF (Bidirectional Scattering Distribution "
 "Function)` is used to add a glossy reflection, with separate control over U "
@@ -210742,7 +210739,6 @@
 msgstr "BSDF Rozptyl."
 
 #: ../../manual/render/shader_nodes/shader/diffuse.rst:12
-#, fuzzy
 msgid ""
 "The *Diffuse* :abbr:`BSDF (Bidirectional Scattering Distribution Function)` "
 "node is used to add Lambertian and Oren-Nayar diffuse reflection."
@@ -210792,6 +210788,8 @@
 "The *Emission* node is used to add Lambertian emission shader. This can for "
 "example, be used for material and light surface outputs."
 msgstr ""
+"Uzol *Emisie* sa používa na pridanie Lambertovho tieňovača emisií. Ten sa "
+"môže použiť napríklad na výstupy materiálov a svetelných povrchov."
 
 #: ../../manual/render/shader_nodes/shader/emission.rst:15
 msgid "Light strength for point, spot and area lights is specified in Watts."
@@ -210805,6 +210803,11 @@
 "strength 384.6×10\\ :sup:`24`\\ W. Emission shaders on meshes are also in "
 "Watts/m\\ :sup:`2`."
 msgstr ""
+"Slnečné svetlá sa udávajú v jednotke watt/m\\ :sup:`2`, ktoré vyžadujú oveľa "
+"menšie hodnoty, napríklad 1 W/m\\ :sup:`2`. To môže byť mätúce, ale "
+"zadávanie sily vo wattoch by nebolo vhodné; napríklad skutočné slnko má silu "
+"384,6×10\\ :sup:`24`\\ W. Tieňovače Emisie na povrchových sieťach sú tiež vo "
+"wattoch/m\\ :sup:`2`."
 
 #: ../../manual/render/shader_nodes/shader/emission.rst:29
 msgid ""
@@ -210822,6 +210825,8 @@
 "well as the *Volume Input* of the :doc:`Material Output </render/"
 "shader_nodes/output/material>` node."
 msgstr ""
+"Výstup tieňovača Emisie možno zapojiť do uzla *Vstupný povrch* aj *Vstupný "
+"objem* uzla :doc:`Výstupný materiál </render/shader_nodes/output/material>`."
 
 #: ../../manual/render/shader_nodes/shader/emission.rst:55
 msgid "Emission shader, with strength at 1.0."
@@ -210840,7 +210845,6 @@
 msgstr "BSDF Sklo."
 
 #: ../../manual/render/shader_nodes/shader/glass.rst:12
-#, fuzzy
 msgid ""
 "The *Glass* :abbr:`BSDF (Bidirectional Scattering Distribution Function)` is "
 "used to add a Glass-like shader mixing refraction and reflection at grazing "
@@ -210977,7 +210981,6 @@
 msgstr "Odlesk BSDF."
 
 #: ../../manual/render/shader_nodes/shader/glossy.rst:12
-#, fuzzy
 msgid ""
 "The *Glossy* :abbr:`BSDF (Bidirectional Scattering Distribution Function)` "
 "node is used to add reflection with microfacet distribution, used for "
@@ -211014,13 +211017,12 @@
 msgstr "BSDF Vlasy."
 
 #: ../../manual/render/shader_nodes/shader/hair.rst:14
-#, fuzzy
 msgid ""
 "The *Hair* :abbr:`BSDF (Bidirectional Scattering Distribution Function)` "
 "node is used to add shading for :doc:`Hair </physics/particles/hair/index>`."
 msgstr ""
-"Uzol *Vlasy* :abbr:`BSDF (Bidirectional scattering distribution function - "
-"Funkcia obojsmernej distribúcie rozptylu)` sa používa na pridanie tieňovania "
+"Uzol :abbr:`BSDF (Bidirectional scattering distribution function - Funkcia "
+"obojsmernej distribúcie rozptylu)` *Vlasy* sa používa na pridanie tieňovania "
 "pre :doc:`Vlasy </physics/particles/hair/index>`."
 
 #: ../../manual/render/shader_nodes/shader/hair.rst:22
@@ -211095,7 +211097,6 @@
 msgstr "BSDF Zásadné vlasy pod koncentráciou melanínu."
 
 #: ../../manual/render/shader_nodes/shader/hair_principled.rst:15
-#, fuzzy
 msgid ""
 "The *Principled Hair* :abbr:`BSDF (Bidirectional Scattering Distribution "
 "Function)` is a physically-based, easy-to-use shader for rendering hair and "
@@ -211586,7 +211587,6 @@
 msgstr "Principiálna BSDF."
 
 #: ../../manual/render/shader_nodes/shader/principled.rst:12
-#, fuzzy
 msgid ""
 "The *Principled* :abbr:`BSDF (Bidirectional Scattering Distribution "
 "Function)` that combines multiple layers into a single easy to use node. It "
@@ -211668,26 +211668,22 @@
 msgstr "Základná farba podpovrchového rozptylu."
 
 #: ../../manual/render/shader_nodes/shader/principled.rst:48
-#, fuzzy
 msgid "Subsurface IOR :guilabel:`Cycles Only`"
-msgstr "Vzdialenosť :guilabel:`Len Cykly`"
+msgstr "PodpovrchovýIOR :guilabel:`Len Cykly`"
 
 #: ../../manual/render/shader_nodes/shader/principled.rst:49
 #: ../../manual/render/shader_nodes/shader/sss.rst:36
-#, fuzzy
 msgid "Index of refraction for *Subsurface Scattering*."
-msgstr "Náhodný krok podpovrchového rozptylu."
+msgstr "Index lomu pre *podpovrchový rozptyl*."
 
 #: ../../manual/render/shader_nodes/shader/principled.rst:50
-#, fuzzy
 msgid "Subsurface Anisotropy :guilabel:`Cycles Only`"
-msgstr "Anizotropná :guilabel:`Len Cykly`"
+msgstr "Podpovrchová anizotropia :guilabel:`Len Cykly`"
 
 #: ../../manual/render/shader_nodes/shader/principled.rst:51
 #: ../../manual/render/shader_nodes/shader/sss.rst:38
-#, fuzzy

@@ Diff output truncated at 10240 characters. @@


More information about the Bf-docboard-svn mailing list