[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. @@
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