Section outline

  • A
    ::

    • Alpha Channel  is an additional channel in a 2D image for transparency. In an image element which stores a color for each pixel, an additional value is stored in the alpha channel containing a value between 0 and 1. A value of 0 means that the pixel does not have any coverage information; i.e. there was no color contribution from any geometry because the geometry did not overlap this pixel. A value of 1 means that the pixel is fully opaque because the geometry completely overlapped the pixel.
      ::字母通道是2D图像中的一个额外的通道,用于透明度.在存储每个像素的颜色的图像元素中,在字母通道中存储了一个额外的值,其中包含0和1之间的值.值0意味着像素没有任何覆盖信息;即没有任何几何的颜色贡献,因为几何没有重叠这个像素.值1意味着像素完全不透明,因为几何完全重叠了像素.
    • Ambient Light  is light that doesn't seem to come from a specific source, but is just there. Look under the desk - it's pretty dark, but there's some light there. In the real world, this is caused by stray photons bouncing around and occasionally ricocheting under the desk. Ambient light is the basic, minimal amount of light in the whole scene. Adding too much ambient light makes a scene look washed out. Since the light doesn't come from anywhere, all sides of an object are illuminated equally, and it won't have any shading on it.
      ::环境光是光,它似乎不来自特定的来源,但只是在那里.看看桌子下面 - - 它很黑暗,但有一些光.在现实世界中,这是由流浪光子反弹而偶尔反弹在桌子下面引起的.环境光是整个场景中的基本,最小的光量.添加太多环境光使场景看起来被冲洗.由于光不来自任何地方,物体的各个侧面都被均照亮,它不会有任何阴影.
    • Ambient Occlusion  (AO) is a ratio of how much ambient light a surface point would be likely to receive. It simulates a huge dome light surrounding the entire scene. If a surface point is under a foot or table, it will end up much darker than the top of someone's head or the tabletop.
      ::环境遮蔽 (AO) 是表面点可能接收多少环境光的比率.它模拟了围绕整个场景的大圆顶光.如果表面点在脚或桌子下,它将比某人的头顶或桌面更暗.
    • Armature  is the interconnection of bones that form the skeleton of an animated figure. The Inverse Kinematics library contains the code to make armatures move. The armature must still be rigged with 3D objects to give shape to its head, hands, trunk, feet, etc.
      ::装甲是骨的相互连接,形成动画人物的骨架.反向动力图书馆包含使装甲移动的代码.装甲必须仍然被3D对象装饰以给它的头部,手,干,脚等提供形状.

    B
    ::

    • Background image : a 2D image ("picture") that is placed "behind" the entire 3D scene, like a backdrop on a movie set. Blender permits the placement of these images in all six directions from the origin: back, front, top, bottom, left, right.
      ::背景图像:一个2D图像 ("图片") 被放置在整个3D场景的"后面",就像电影拍摄台上的背景. 混合器允许将这些图像从原始位置向所有六个方向放置:后方,前方,上方,下方,左方,右方.
    • Bake : to precompute computationally-intensive elements of an animation. For example, in a physics simulation involving the behaviour of fluids or clothing, you would set up the physical parameters, then compute ( bake ) the positions and shapes of the objects over the duration of the animation. Afterwards, you can assign materials and lighting, and then render the frames to produce the actual animation. Doing the baking as a separate step, and saving the results from that, means you can change your mind about the materials and lighting and rerender the frames more quickly.
      :::预先计算动画的计算密集元素.例如,在涉及流体或衣服行为的物理模拟中,您会设置物理参数,然后在动画的持续时间内计算 () 物体的位置和形状.之后,您可以分配材料和照明,然后染来产生实际的动画.作为单独的步骤做,并保存结果,意味着您可以更快地改变对材料和照明的看法,并重新染.
    • Bézier surfaces  were first described in 1972 by the French engineer Pierre Bézier who used them to design automobile bodies. Bézier surfaces can be of any degree, but bicubic Bézier surfaces generally provide enough degrees of freedom for most applications.
      ::贝齐尔表面于1972年由法国工程师皮埃尔·贝齐尔 (Pierre Bézier) 首次描述,他用它们来设计汽车车身.贝齐尔表面可以是任何度,但双立方贝齐尔表面通常为大多数应用提供足够的自由度.
    • BF  is Blender Foundation
      ::美国的BF是Blender基金会
    • Blend  -  to Blend , working with Blender; also Blender's file extension.
      ::混合 - 为了混合,与混合器工作;也是混合器的文件扩展名.
    • Bounce Light : Simple lighting situations have a single light, called a key light, illuminating one side of an object. This creates strong shading and definition of the volume of the object. However, a 3D light will often make the contrast too great - the dark side of the object is completely black since no light is hitting it. In reality it would still be lit a little, just not as much as the brightly lit side, because of light bouncing around the room and hitting the dark side of the object. In realtime 3D, bounce light is not calculated, so you have to create it yourself. Either add a little ambient color, or put a second, less bright directional light pointing the opposite direction to give a little light to the shadows.
      ::跳光:简单的照明情况只有一个光,称为关键光,照亮物体的一侧.这会产生强烈的遮蔽和物体体积的定义.然而,3D光通常会使对比度过大 - 由于没有光线击中物体的黑暗面是完全黑色的.实际上它仍然会点亮一点,只是没有亮点的亮点,因为光线在房间周围跳跃并击中物体的黑暗面.在实时3D中,跳光没有计算,所以你必须自己创建它.要么添加一点环境颜色,要么把第二个,更不亮的方向照明点在相反的方向上,给阴影点点光.
    • Bump mapping  is a technique where at each pixel, a perturbation to the surface normal of the object being rendered is looked up in a texture map and applied before the illumination calculation is done. Bump Mapping use a gray-scale image map to change the direction of surface normals. You can use this to simulate height, so that you can paint wrinkles and bumps. 50 % grey means neutral (no change is made), lighter means higher, darker means lower. Note that the position of faces is not actually changed; by rotating just the normals, lighting will change too, to give the illusion of a height difference. This has downsides too: the outline of objects isn't changed, so the trick is given away. For similar effects you can use Displacement Mapping and Normal Mapping.
      ::凸点映射是一种技术,在每个像素上,在染对象的表面正常的扰动在纹理图中被查找并在光度计算之前应用.凸点映射使用灰度图像图来改变表面正常的方向.你可以使用这项技术来模拟高度,以便你可以绘制纹和凸点.50%灰意味着中性 (没有变化),较浅意味着更高,较暗意味着更低.请注意,面部的位置实际上没有改变;仅仅旋转正常,照明也会改变,从而产生高度差异的错觉.这也有缺点:对象的轮没有改变,所以这个技巧是不必要的.对于类似的效果,你可以使用移位映射和正常映射.

    C
    ::

    • Caustics  in optics is a bundle of light rays. For example a caustic effect may be seen when light refracts or reflects through some refractive or reflective material, to create a more focused, stronger light on the final location. Such amplification, especially of sunlight, can burn — hence the name. A common situation when caustics are visible is when some light points on glass. There is a shadow behind the glass, but also there is a stronger light spot. Nowadays, almost every advanced rendering system supports caustics. Some of them even support volumetric caustics. This is accomplished by raytracing the possible paths of the light beam through the glass, accounting for the refraction, reflection, etc.
      ::光学中的可स्टिक是一种光线束.例如,当光通过一些折射或反射材料折射或反射时,可以看到可स्टिक效应,从而在最终位置上产生更聚焦,更强的光.这种放大,特别是阳光,可以烧伤,因此命名.可स्टिक可见的常见情况是玻璃上有一些光点.玻璃背后有一道阴影,但也有一道更强的光.现在,几乎每个先进的染系统都支持可स्टिक.其中一些甚至支持体积可स्टिक.这通过对玻璃中光束的可能路径进行射线追踪,考虑折射,反射等.
    • CG  is Computer Graphics
      ::计算机图形学
    • CGI  is Computer Generated Imagery
      ::计算机生成图像

    D
    ::

    • Depth of Field  (DOF) is the distance in front of and behind the subject which appears to be in focus. For any given lens setting, there is only one distance at which a subject is precisely in focus, but focus falls off gradually on either side of that distance, so there is a region in which the blurring is tolerable. This region is greater behind the point of focus than it is in front, as the angle of the light rays change more rapidly; they approach being parallel with increasing distance.
      ::视野深度 (DOF) 是对象前后的距离,看起来是焦点.对于任何给定的镜头设置,只有一个距离,在这个距离的两侧,对象是精确的焦点,但焦点逐渐下降,因此有一个区域,其中模糊是可以容忍的.这个区域在焦点后面比前面大,因为光线的角度变化更快;它们与距离增加平行.
    • Diffuse Light  is even, directed light coming off a surface. For most things, the diffuse light is the main lighting we see. Diffuse light comes from a specific direction or location, and creates shading. Surfaces facing towards the light source will be brighter, while surfaces facing away from the light source will be darker.
      ::散光是平面上发出的光线.对于大多数物体,散光是我们看到的主要照明.散光来自特定的方向或位置,并产生阴影.面向光源的表面会更亮,而面向光源的表面会更暗.散光是指光线的光线,它可以从表面发出.散光是指光线的光线,它可以从表面发出.散光是指光线的光线,它可以从表面发出.散光是指光线的光线,它可以从表面发出.散光是指光线的光线,它可以从表面发出.散光是指光线的光线,它可以从表面发出.散光是指光线的光线,它可以从表面发出.散光是指光线的光线,它可以从表面发出.散光
    • Directional Light  is a light that has a specific direction, but no location. It seems to come from an infinitely far away source, like the sun. Surfaces facing the light are illuminated more than surfaces facing away, but their location doesn't matter. A Directional Light illuminates all objects in the scene, no matter where they are.
      ::定向光是一种有特定方向,但没有位置的光.它似乎来自无限遥远的源头,比如太阳.面向光的表面比面向外的表面更亮,但它们的位置并不重要.定向光照亮场景中的所有物体,无论它们在哪里.
    • Displacement Mapping  uses a greyscale heightmap, like Bump Mapping, but the image is used to physically move the vertices of the mesh at render time. This is of course only useful if the mesh has large amounts of vertices, but the (relatively) new "Simple Subdiv" subsurf option allows you to add more vertices at render time which will be moved by the displacement. This makes it much slower than Bump Mapping, as there need to be many more faces to render, but it is much more realistic.
      ::位移映射使用灰度高度图,像Bump映射,但图像被用来在染时物理移动网格的顶点.这当然只有在网格有大量的顶点时才有用,但 (相对) 新的"简单的分区"子表面选项允许您在染时添加更多的顶点,这些顶点将被移动.这使得它比Bump映射慢得多,因为需要更多的面部来染,但它更现实.

    E
    ::

    • Environment Maps  (EnvMaps) is the method of calculating reflections. Involved rendering images at strategic positions and applying them as textures to the mirror. Now in most cases obsoleted by Raytracing, which though slower is easier to use and more accurate.
      ::环境地图 (EnvMaps) 是计算反射的方法.涉及将图像染在战略位置并将其应用于镜像上的纹理.现在在大多数情况下已经过时了Raytracing,虽然速度较慢,但更容易使用和更准确.

    F
    ::

    • Focal Length  of a lens is the distance along the optical axis from the lens to the focus (or focal point). The inverse of a lens' focal length is called its power.
      ::镜头的焦距是从镜头到焦点 (或焦点) 的光学轴上的距离.镜头的焦距的反向称为它的功率.
    • Focus  of a lens is the point onto which collimated light parallel to the axis is focused.
      ::镜头的焦点是与轴平行的聚合光线聚焦的点.
    • Foreshortening
      ::预缩写
    • Fresnel  lens is a type of lens invented by Augustin-Jean Fresnel. Originally developed for lighthouses, the design enables the construction of lenses of large size and short focal length without the weight and volume of material which would be required in a lens of conventional design. As it relates to rendering, fresnel refers to the tendency of materials to be more reflective when light strikes at a high angle of incidence-- think of how sunlight reflects from distant water, but penetrates closer water, or of how road glare is most extreme at dawn or dusk. This varies with material, and specification of fresnel is an important part of material definition.
      ::弗雷内尔镜头是奥古斯丁-让·弗雷内尔发明的一种镜头.最初是为灯塔开发的,设计使得大尺寸和短焦距的镜头可以在没有传统设计镜头所需的材料重量和体积的情况下建造.与染有关,弗雷内尔指的是材料在光在高角下发射时具有更强的反射的趋势 - - 想想太阳光如何从远处的水中反射,但穿透到更近的水中,或者在黎明或黄昏时道路光是如何最极端的.这取决于材料,而弗雷内尔的规格是材料定义的重要组成部分.

    G
    ::

    • GE  is Game Engine.
      ::电气公司是游戏引擎.
    • Global Illumination  (GI) is a superset of radiosity and ray tracing. The goal is to compute all possible light interactions in a given scene, and thus obtain a truly photorealistic image. All combinations of diffuse and specular reflections and transmissions must be accounted for. Effects such as colour bleeding and caustics must be included in a global illumination simulation.
      ::全球照明 (GI) 是辐射和光线跟踪的超集.目标是计算给定场景中所有可能的光相互作用,从而获得真正的光现实图像.必须考虑分散和镜面反射和传输的所有组合.颜色出血和可毒性等效应必须纳入全球照明模拟中.
    • Gouraud shading  is a method used in computer graphics to simulate the differing effects of light and colour across the surface of an object. In practice, Gouraud shading is used to achieve smooth lighting on low-polygon surfaces without the heavy computational requirements of calculating lighting for each pixel. The technique was first presented by Henri Gouraud in 1971.
      ::戈劳影定是一种计算机图形学中用于模拟物体表面光和颜色的不同效果的方法.在实践中,戈劳影定用于在低多边形表面上实现光线平滑,而无需计算每个像素的光线.该技术于1971年由亨利戈劳首次提出.

    H
    ::

    • High Dynamic Range Image  (HDRI) is a set of techniques that allow a far greater dynamic range of exposures than normal digital imaging techniques. The intention is to accurately represent the wide range of intensity levels found in real scenes, ranging from direct sunlight to the deepest shadows. The use of high dynamic range imaging in computer graphics has been popularised by the work of Paul Debevec. Blender uses Yafray for these techniques.
      ::高动态范围图像 (HDRI) 是一套技术,允许比正常的数字成像技术更大的动态范围的曝光.其目的是准确地表示现实场景中发现的广泛强度水平,从直接阳光到最深的阴影.在计算机图形中使用高动态范围图像已经受到保罗·德贝维克的研究普及.Blender使用Yafray进行这些技术.

    I
    ::

    • Index Of Refraction  (IOR) is about the way that light passes through different types of materials... diamond, glass, water etc. When a light ray travels through the same volume it follows a straight path. However if it passes from one transparent volume to another, it bends. This is why a straw in water looks bent. The amount of bending differs between materials. The angle by which the ray is bent can be determined by knowing two things: the angle at which the incoming ray has been cast and the Index of Refraction. This IOR value is unique for every material. Glass has an IOR of about 1.5 and water 1.3. By increasing the IOR value for a Blender material, you can control how much the environment behind the transparent object is distorted, and thus improving the realism of the shader.
      ::折射率 (IOR) 是光通过不同类型的材料的通行方式...钻石,玻璃,水等等.当光线穿过同一体积时,它遵循直径.然而,如果它从一个透明体积穿过另一个体积,它会曲.这就是为什么水中的看起来曲的原因.曲的程度在材料之间不同.光线曲的角度可以通过知道两件事来确定:传入光线的投射角度和折射率.这个IOR值对每个材料都是独特的.玻璃的IOR约为1.5和水1.3.通过增加一个材料的IOR值,您可以控制透明物体背后的环境被扭曲的程度,从而提高遮光器的现实性.
    • Interpolation  (IPO) is an animation curve: it indicates how the object must "move" between an initial and a final position, at the rate determined by the rendering engine. Objects can be animated in many ways. They can be animated as Objects, changing their position, orientation or size in time; they can be animated by deforming them; that is animating their vertices or control points; or they can be animated via very complex and flexible interaction with a special kind of object: the Armature.
      ::插曲 (IPO) 是一种动画曲线:它指示了物体在初始位置和最终位置之间以染引擎确定的速度"移动"的方式.物体可以以多种方式进行动画.它们可以作为物体进行动画,随时间改变它们的位置,方向或大小;它们可以通过变形它们来进行动画;也就是动画它们的顶点或控制点;或者它们可以通过与特殊类型的物体:具的非常复杂和灵活的相互作用来进行动画.
    • Inverse Kinematics  (IK) is the process of determining the movement of interconnected segments of a body or model, starting from the desired motion of the endpoints of the armature. Using ordinary Kinematics on a hierarchically structured object you can for example move the shoulder of a puppet. The upper and lower arm and hand will automatically follow that movement. IK will allow you to move the hand and let the lower and upper arm go along with the movement. Without IK the hand would come off the model and would move independently in space. The Blender Armature System includes Inverse Kinematics. For general armatures there are many possible solutions to the IK.
      ::逆运动学 (IK) 是从具的端点的所需运动开始确定一个物体或模型的相互连接部分的运动的过程.在一个层次结构的对象上使用普通运动学,你可以例如移动一个木偶的肩膀.上下臂和手将自动跟随该运动.IK将允许你移动手并让下上臂随着运动一起移动.没有IK,手将脱离模型并在空间中独立移动.混合器具系统包括逆运动学.对于一般的具,对IK有很多可能的解决方案.

    J
    ::

    • JPEG  Acronym for Joint Photographic Expert Group (pronounced jay-peg) is a commonly used standard method of lossy compression for photographic images. The file format which employs this compression is commonly also called JPEG; the most common file extensions for this format are .jpeg, .jfif, .jpg, .JPG, or .JPE although .jpg is the most common on all platforms.
      ::联合摄影专家组的JPEG缩写 (pronounced jay-peg) 是一种常用的摄影图像损耗压缩标准方法.使用这种压缩的文件格式通常也称为JPEG;这个格式的最常见的文件扩展名是.jpeg, .jfif, .jpg, .JPG或 .JPE,尽管.jpg是所有平台上最常见的.

    K
    ::

    • Keyframe  is a frame in an animated sequence of frames that was drawn or otherwise constructed directly by the user. When all frames were drawn by animators, the senior artist would draw these frames, leaving the "in between" frames to an apprentice. Now, the animator creates only the first and last frames of a simple sequence; the computer fills in the gap. This is called tweening.
      ::关键是指一个由用户直接绘制或构建的动画中的一个.当所有都由动画师绘制时,高级艺术家会绘制这些,将"中间"的留给学徒.现在,动画师只创建一个简单的序列的第一个和最后一个;计算机填补了空白.这被称为"双重化".

    L
    ::

    • Luminosity  (more properly called luminance) is the density of luminous intensity in a given direction. In astronomy, luminosity is the amount of energy a body radiates per unit time. It is typically expressed in the SI units watts, in the cgs units ergs per second, or in terms of solar luminosities, Ls; that is, how many times more energy the object radiates than the Sun, whose luminosity is 3.827×1026 W.
      ::光度 (更恰当称为发光度) 是指光强度在给定的方向上的密度.在天文学中,光度是物体在单位时间内辐射的能量量.它通常用SI单位瓦特,每秒cgs单位ergs,或用太阳光度Ls来表示;即物体辐射的能量比太阳的能量多多少倍,其光度为3.827×1026 W.

    M
    ::

    • Motion Blur  is the simulation of the phenomenon that occurs when we perceive a rapidly moving object. The object appears to be blurred because of our persistence of vision. Doing motion blur makes computer animation appear more realistic. It can be thought of as adding back some of the time dependence expressed in the Rendering Equation.
      ::动作模糊是当我们感知到快速移动的物体时发生的现象的模拟.由于我们视力持久,物体看起来模糊了.做动作模糊使计算机动画看起来更真实.可以认为它是添加回一些在染方程中表达的时间依赖.

    N
    ::

    • Nabla Ton wrote:  Almost all procedural textures in Blender use derivatives for calculating normals for texture mapping (with as exception "Blend" and "Magic). The texture normal, the derivative, is calculated by using four samples in the texture formula:
      ::几乎所有的程序纹理在混合器中都使用衍生来计算纹理映射的常量 (除了"Blend"和"Magic"). 纹理常量,衍生,是通过使用四个样本计算的.
    s0= texture(x, y, z)
    s1= texture(x+nabla, y, z)
    s2= texture(x, y+nabla, z)
    s3= texture(x, y, z+nabla)
    
    normal[0]= s0-s1
    normal[1]= s0-s2
    normal[2]= s0-s3 
    

    Up to now, the "nabla" offset was a constant (0.025) which worked fine in most cases, but doesn't give proper control over the way a texture is sampled, for example to make the effect smoother or sharper. This feature especially is useful in combination with the ColorBand feature.
    ::到目前为止",nabla"偏移是常数 (0.025),在大多数情况下工作很好,但不能对纹理采样方式进行适当的控制,例如使效果更光滑或更清晰. 这一功能与ColorBand功能结合起来特别有用.

    • Non-Linear Animation  (NLA) allows the animator to edit motions as a whole, not just the individual keys. Nonlinear animation is not just about editing and manipulating groups of keyframes, but it also allows you to combine, mix, and blend motions to create entirely new animations.
      ::非线性动画 (NLA) 允许动画师整体编辑动画,而不仅仅是单个键. 非线性动画不仅仅是编辑和操纵关键的组,它还允许您组合,混合和混合动画,以创建全新的动画.
    • Nonuniform Rational B-Splines  (NURBS) is a computer graphics technique for generating and representing curves and surfaces.
      ::非统一的理性B-Splines (NURBS) 是一种计算机图形技术,用于生成和表示曲线和表面.
    • Normal  (Surface Normal) to a flat surface is a three-dimensional vector which is perpendicular to that surface. A normal to a non-flat surface at a point p on the surface is a vector which is perpendicular to the tangent plane to that surface at p.
      ::平面的正则 (表面正则) 是一个垂直于该面的三维向量.在表面上的点 p 的非平面的正则是垂直于该面的触平面的向量.
    • Normal Mapping  is similar to Bump Mapping, but instead of the image being a greyscale heightmap, the colours define in which direction the normal should be shifted, the 3 colour channels being mapped to the 3 directions X, Y and Z. This allows more detail and control over the effect.
      ::正常映射与凸起映射类似,但图像不是灰度高度图,颜色定义了正常应该移向的方向,3个颜色通道被映射到3个方向X,Y和Z. 这允许更多的细节和对效果的控制.

    O
    ::

    • Orange  is the first Blender open movie project.
      ::色是Blender的第一个开放式电影项目.
    • Oversampling  (OSA), also called  Anti-Aliasing  is the technique of minimizing aliasing when representing a high-resolution signal at a lower resolution. In most cases, anti-aliasing means removing data at too high a frequency to represent. When such data is left in a signal, it causes unpredictable artifacts.
      ::过量采样 (OSA),也称为反别名化 (Anti-Aliasing),是将高分辨率信号以较低分辨率表示时最小化别名化技术.在大多数情况下,反别名化意味着在太高的频率中删除数据以表示.当这样的数据留在信号中时,它会导致不可预测的工件.

    P
    ::

    • Phong  shading term is used indiscriminately to describe both an illumination model and an interpolation method in 3D computer graphics. Phong reflection is a local illumination model and can produce a certain degree of realism in three-dimensional objects by combining three elements - diffuse, specular and ambient for each considered point on a surface. It has several assumptions - all lights are points, only surface geometry is considered, only local modelling of diffuse and specular, specular colour is the same as light colour, ambient is a global constant.
      ::影术语在3D计算机图形中不分青红白地用于描述照明模型和插曲方法.反射是一种局部照明模型,可以通过将三维物体中的三个元素 - - 扩散,镜像和环境 - - 结合起来,在三维物体中产生一定程度的现实性.它有几个假设 - - 所有光都是点,仅考虑表面几何,仅考虑分散和镜像的局部建模,镜像颜色与光颜色相同,环境是全局常数.
    • Point Light  is a light that has a specific location and radiates equally out in all directions. Examples of point lights would be candles or bare lightbulbs. Surfaces close to the point light are brighter than those which are far away. Point lights have attenuation, which controls how quickly the light intensity drops off as you move away from it. Lights with high attenuation are very localized, while lights with low attenuation will spread farther.
      ::定点灯是一种具有特定位置的灯,在各个方向均发射.定点灯的例子是或光灯泡.接近定点灯的表面比远处的表面更亮.定点灯具有衰减,这控制了光强度随着你远离它而下降的速度.具有高衰减的灯非常局部化,而具有低衰减的灯将传播更远.
    • Polygonization   (of meta-surfaces)  is the process of approximating the meta-surface via polygons so it can be displayed/rendered in Blender.
      ::多边化 (元表面) 是通过多边形近似元表面的过程,因此可以在Blender中显示/染.
    • Purple  runs as a normal Verse client. It implements a node database to mirror the contents of its host. It loads the plug-ins, which reside in libraries, from local disk as DLLs or shared objects depending on the platform.
      ::紫色作为一个普通的Verse客户端运行.它实现了一个节点数据库来反映其主机的内容.它从本地磁盘上加载存储在库中的插件,作为DLL或共享对象,取决于平台.

    Q
    ::

    • Quaternion  is a representation of 3D rotations with four numbers. It can be interpreted as an extension of complex numbers to 3D. The interpretation of the four numbers is not very intuitive for a human, but the numerical advantage of quaternions is that it is the smallest mathematical representation that does not suffer from the  gimbal lock   singularity  problem. This problem occurs for example with  Euler angle  representations, when a small change in the 3D orientation can give rise to a large change in Euler angles.
      ::四次方是用四个数字表示3D旋转的形式.它可以被解释为复杂数的延伸到3D.对人类来说,解释四个数字并不很直观,但四次方的数值优势在于它是最小的数学表示,不遭受关锁奇点问题.例如,这种问题发生在欧勒角表示中,当3D方向的小变化可以导致欧勒角的大变化.

    R
    ::

    • Radiosity  is a more accurate but also more process-intensive technique than raytracing, that calculates patterns of light and shadow for rendering graphics images from three-dimensional models. One of the many different tools which can simulate diffuse lighting in Blender.
      ::射线度比射线追踪更准确,但也比光线追踪更具处理密集度,它计算光和阴影的图案,用于从三维模型中染图像.它是Blender中可以模拟分散光的许多不同工具之一.
    • Raytracing  works by tracing the path taken by a ray of light through the scene, and calculating reflection, refraction, or absorption of the ray whenever it intersects an object in the world. More accurate than Scanline, but much slower.
      ::射线追踪是指通过追踪光线在场景中所走的路径,并计算光线在与世界中的物体相交时的反射,折射或吸收.比扫描线更准确,但速度要慢得多.
    • Render : to generate actual viewable images from a 3D model or scene. This may or may not need to happen in real time; for example an interactive game requires real-time rendering, whereas a feature film does not. These situations require very different rendering techniques.
      ::染:从3D模型或场景中生成实际可观看的图像.这可能需要实时发生,也可能不需要实时发生;例如,交互式游戏需要实时染,而电影则不需要.这些情况需要非常不同的染技术.
    • Refraction  in geometric optics is the change in direction of a wave due to a change in velocity. It happens when waves travel from a medium with a given refractive index to a medium with another. At the boundary between the media the wave changes direction; its wavelength increases or decreases but frequency remains constant. For example, a light ray will refract as it enters and leaves glass.
      ::折射在几何光学中是波的方向变化,由于速度的变化.当波从一个有特定折射率的介质到另一个介质时,它就会发生.在介质之间的边界处,波的方向会改变;它的波长会增加或减少,但频率保持不变.例如,光线进入玻璃并离开玻璃时会折射.
    • Relative Vertex Keys  (RVK) are part of a keyframe animation system that operates on vertex level objects. Each (shape) key is stored as a morph target such that several keys may be blended together to achieve complex mesh animation. With RVK you can create facial expressions, speech, and other detailed animated keyframed movements within your mesh-based models.
      ::相对顶点键 (RVK) 是一个在顶点级对象上运行的键框动画系统的一部分.每个 (形状) 键被存储为一个形态目标,这样几个键可以混合在一起实现复杂的网格动画.使用RVK,您可以在基于网格的模型中创建面部表情,语音和其他详细的动画键框动作.
    • Rig:  the controls that aid in the manipulation of a digital character.
      ::控制器:用于操作数字字符的控制器.
    • Rigging  is the process by which a person creates constraints and relationships between objects that will generate controls to aid in the manipulation of a digital character.
      ::操纵是指一个人在对象之间建立约束和关系,从而产生控制来帮助操纵数字字符的过程.

    S
    ::

    • Scanline  is one row of pixels in the final render. Also the term for one of the methods of rendering which Blender can use. It is much faster than Raytracing, but allows fewer effects, such as reflections, refractions, motion blur and focal blur.
      ::扫描线是最终染中的一个像素行.也是Blender可以使用的染方法之一的术语.它比Raytracing快得多,但允许更少的效果,如反射,折射,运动模糊和焦点模糊.
    • Seed : a starting number for generating a random-looking number sequence. Using the same seed will always give you the same sequence. Technically, such a sequence is not truly random, it is only  pseudorandom .
      ::种子:一个生成随机看起来数序的起始数.使用相同的种子将总是给你相同的序列.从技术上讲,这样的序列不是真正的随机,它只是伪随机.
    • Shader : an algorithm for computing the appearance of a given material based on the colour, angle and intensity of the light.  Specular  shaders produce a more shiny, mirrorlike finish, while  diffuse  shaders give a duller surface appearance. There are also  toon  shaders, which are deliberately designed to produce an effect more akin to a cartoon drawing, with delineated object borders and less gradation of colours over a surface.
      ::影子:基于颜色,角度和光强度计算给定材料的外观的算法.镜面影子产生更闪亮的,类似镜面的表面,而分散的影子则会产生更淡的表面外观.还有图片影子,它们是故意设计的,以产生更类似于卡通图画的效果,具有划分的物体边界和更少的颜色分级.
    • Shadows : simulated lights don't normally cast shadows. And, they also pass through solid objects - so a light inside a closed box would actually illuminate things outside the box as if the box were transparent. The shading on objects is only calculated based on the angle of the surface.
      ::影子:模拟光通常不会投射影子.而且,它们也会穿过固体物体 - - 因此,一个封闭的盒子内的光实际上会照亮盒子外的物体,好像盒子是透明的.对象的遮阳仅根据表面的角度计算.
    • Specular Light  refers to the highlights on reflective objects, like diamonds, billiard balls, and eyes. Specular highlights often appear as bright spots on a surface, at a point where the light source hits it directly. Ambient, Diffuse, and Specular are called the three components of a light source. Each one is given a color, which, when added together, create the final color of a light. For most lights, the main overall color of the light is defined by the Diffuse color. Sunlight or lightbulbs would be white, while moonlight would be a darker blue, and a candle would be yellow. You can use the ambient color to adjust the overall color range of the light source; or, you can get a slight tint to shadows by making the diffuse component yellow and the ambient a slight blue. In many lights, the ambient color is left at black, meaning that it won't have any effect. Specular components are often left at white, but you can make them different colors to get interesting effects. Most of the time you can completely ignore the specular and diffuse settings on a light, but just be aware that the way you set the color is by specifically setting the diffuse color. The final color that an object appears to be is a combination of the light hitting it and the color of the surface.
      ::镜面光是指反射物体上的亮点,如钻石,比利亚球和眼睛.镜面亮点通常以表面上的明亮点的形式出现,在光源直接击中它的点.环境,扩散和镜面被称为光源的三个组成部分.每个都有颜色,它们加在一起,创造光的最终颜色.对于大多数灯具,光的主要总体颜色是由扩散色定义的.阳光或灯泡是白色,而月光是深蓝色,是黄色的.你可以使用颜色来调整光源的总体色彩范围;或者,你可以通过使扩散黄色和轻微蓝色来对阴影产生轻微的感知.在许多灯具中,镜面颜色是黑色的,它不会有任何意义.但大多数时候,你会把它们放在白色的位置,然后
    • Spotlight  is a light with both location and direction. A spotlight sends out a cone of light defined by the spotlight angle, and illuminates only objects within that cone. Spotlights also have attenuation, as well as a parameter that controls whether the spot of light is sharply defined or has smooth edges. These 4 types of lights are listed in order of computational complexity; the more lights you have, the more work the computer has to do. Generally it's a good idea to use directional lights whenever possible, since they're the cheapest, and use pointlights and spotlights sparingly.
      ::聚光灯是指一个光线,它既有位置和方向.聚光灯发出由聚光灯角度定义的光,并且仅照亮该内的物体.聚光灯还具有衰减,以及一个参数来控制光点是否明确定义或边缘光滑.这4种灯具按计算复杂度排列;您拥有更多的灯具,计算机需要做的工作越多.一般来说,尽可能使用方向灯是个好主意,因为它们是最便宜的,并且节制地使用点灯和聚光灯.
    • Stucci  is one of the classes of blender textures.  Stucci  is not an English word, but is used in Blender as the plural of  stucco .
      ::是混合器质感类之一.不是一个英语单词,但在混合器中用作的复数.
    • Subdivision Surface  (Subsurf) is the tool which subdivides your model at render-time, without affecting your mesh at design-time. There are two subsurf algorithms in Blender to choose from -  Simple Subdiv , which doesn't affect the shape of your mesh, and is used to add detail to displacement mapping or render-time radiosity, both of which operate on a per-vertex basis. The other is  Catmull-Clark , a common subdivision algorithm which smooths out curves, and allows you to make complicated smooth surfaces (e.g. people, plants, etc.) with very few faces. However this algorithm can sometimes (read: often) have strange results with meshes containing triangles or vertices with many edges ("poles"), unless it is correctly handled.
      ::划分表面 (Subsurf) 是在染时将模型划分的工具,而不会影响设计时的网格.在Blender中有两个划分算法可供选择 - 简单的Subdiv,它不会影响网格的形状,并且用于添加细节到位移映射或染时间的辐射度,这两种都基于每个顶点运行.另一个是Catmull-Clark,一个常见的划分算法,它平滑曲线,并允许您用很少的面部制作复杂的光滑表面 (例如人,植物等).然而,这个算法有时 (阅读:经常) 有奇怪的结果,网格包含三角形或许多边缘的顶点 ("极点"),除非它被正确处理.
    • Sub Surface Scattering  (SSS) is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point. All non-metallic materials are translucent to some degree. In particular, materials such as marble, skin, and milk are extremely difficult to simulate realistically without taking subsurface scattering into account.
      ::表面散射 (SSS) 是一种光传输机制,光穿透半透明物体的表面,通过与材料相互作用而散射,并在不同的点离开表面.所有非金属材料都在一定程度上是半透明的.特别是大理石,皮肤和牛奶等材料,如果不考虑表面散射,极难以现实地模拟.

    T
    ::

    • Tuhopuu  is an experimental version of Blender that is like a code playground, developers can put their new code in there to be tested and played with by users before it gets put into the official Blender. Tuhopuu is Finnish for "Tree of destruction".
      ::Tuhopuu是Blender的实验版本,就像一个代码游戏场,开发人员可以把他们的新代码放在那里,在它被放入官方Blender之前,用户可以测试和玩. Tuhopuu是芬兰语的"破坏树".
    • Tweening  is short for in-betweening, the process of generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image. Tweening is a key process in all types of animation, including computer animation. Sophisticated animation software enables one to identify specific objects in an image and define how they should move and change during the tweening process. Another word for tweening is  interpolation .
      ::双是两图之间生成中间的过程,以使第一图像平稳演变为第二图像的外观.双是所有类型动画,包括计算机动画中的关键过程.复杂的动画软件使人们能够识别图像中的特定对象,并定义它们在双过程中应该如何移动和改变.双的另一个词是插入.

    U
    ::

    • UV Mapping  (UV) This refers to the process of re-parameterizing a 3d object with dimensions x, y and z into a 2d plane with coordinates u and v. Most texturing requires this step because it tells the program HOW to apply a 2d image map onto a 3d object. If all your textures must be 2d and flat, the easiest way to determine what pixel goes where is if your model is flattened and made 2d. It also establishes a relationship between a 2d image and the mesh such that if the mesh deforms, the image map will deform along with it. Think of it as skinning a cat and pinning its hide onto cardboard to facilitate painting it!
      ::紫外线映射 (UV) 这指将一个有维度x,y和z的3d对象重新参数化为一个有坐标u和v的2d平面的过程.大多数纹理需要此步骤,因为它告诉程序如何将2d图像图像应用于3d对象.如果所有纹理必须是2d和平面,最简单的方法来确定哪个像素去哪里是如果你的模型是平面化和2d的.它还建立了2d图像和网格之间的关系,如果网格变形,图像图像将随之变形.把它想象成皮肤猫,把它的皮肤钉在纸板上,以方便绘制它!

    V
    ::

    • Verse  is a network protocol that lets multiple applications act together as one large application by sharing data over a network. If one application makes a change to shared data, the change is distributed instantly to all the other interested clients.
      ::Verse是一个网络协议,允许多个应用程序通过在网络上共享数据一起作为一个大型应用程序.如果一个应用程序对共享数据进行更改,则该更改即时分发给所有其他感兴趣的客户端.

    W
    ::

    • WC  is Weekend Challenge.
      ::所是周末的挑战.
    • WIP  is Work In Progress.
      ::工作正在进行中.

    X
    ::

    Y
    ::

    • Yet Another Free Raytracer  (YafRay) is an open source ray tracing program that uses an XML scene description language. It has been integrated into, and is often used to render scenes made in, Blender.
      ::另一个免费的Raytracer (YafRay) 是一个开源的光线跟踪程序,使用XML场景描述语言.它已集成到,并经常用于染Blender中制作的场景.

    Z
    ::

  • The following questions cover general information about  Blender 3D: Noob to Pro  and the software it is designed to teach,  Blender .
    ::以下问题涵盖了关于Blender 3D:Noob to Pro和它被设计用于教学的软件Blender的一般信息.

    What is Blender?
    ::什么是混合剂?

    Blender is a full-blown 3D content creation suite, usable for 3D editing, animation, texture mapping, compositing and rendering; as well as 2D video and audio editing/sequencing.
    ::混合器是一个完整的3D内容创建套件,可用于3D编辑,动画,纹理映射,编译和染;以及2D视频和音频编辑/序列.

    It runs on:
    ::它运行在:

    • Windows 8.1, 10, and 11
      ::维护Windows 8.1,10 和 11
    • macOS 10.13 Intel · 11.0 Apple Silicon
      ::果
    • Linux — Intel x86 and AMD, 32- and 64-bit
      ::Linux 英特尔 x86 和 AMD, 32 位和 64 位
    • and more!
      ::更多的!

    It is free, open-source software, available from  blender.org .
    ::它是免费的开源软件,可从blender.org上获取.

    Blender  3.4.1  is the latest stable release as of January 2023. Beginners are urged to learn using stable versions 3.0 or later, since they differ greatly from prior versions. However, keep in mind that many existing tutorials were written for 2.49. If you're having trouble finding a button or tool that has moved, try pressing Spacebar to search for Blender functions.
    ::结合器 3.4.1 是截至 2023 年 1 月的最新稳定版本. 建议初学者使用稳定版本 3.0 或更高版本,因为它们与之前的版本有很大不同. 然而,请记住,许多现有的教程都是为 2.49 编写的. 如果您遇到难以找到移动的按或工具,请尝试按空格来搜索结合器功能.

    For more about Blender's history, functionality, and media productions which have utilized Blender, see the  Blender entry in Wikipedia .
    ::有关Blender的历史,功能和使用Blender的媒体制作的更多信息,请参阅维基百科中的Blender条目.

    What is this book? And what isn't it?
    ::这本书是什么?不是什么?

    Noob to Pro  is a collection of tutorials. Following these tutorials you can go from a new Blender user (or a noob) to proficient power user (pro). Though the tutorials are not strictly linked, we recommend going through them in order. Earlier tutorials introduce skills and information you'll be expected to know in later sections.
    ::专业教程是教程的集合. 通过这些教程,您可以从一个新的Blender用户 (或一个新手) 成为熟练的高级用户 (专业). 虽然教程没有严格链接,但我们建议按顺序浏览它们. 早期的教程介绍了您在后面的部分中需要了解的技能和信息.

    Noob to Pro  isn't a compendium or reference manual. Use it with other resources, including those in Blender's Help menu.  Noob to Pro  provides links to outside resources. We're part of the Blender community!
    ::无人机到专业不是一个摘要或参考手册. 使用它与其他资源,包括在混合剂的帮助菜单. 无人机到专业提供链接到外部资源. 我们是混合剂社区的一部分!

    How accurate is the information in this book?
    ::这本书的信息有多准确?

    Blender is under continuous development! Its appearance, tools, and capabilities change from time to time, with each update bringing new features and making old ones obselete.
    ::混合器正在不断开发!它的外观,工具和功能随时会发生变化,每次更新都会带来新的功能,使旧的功能过时.

    Even though most of the tutorials were designed for Blender versions 2.4-2.7, the general gist of each module can be applied to current versions. For example, when making a simple person, you'd still need a cube and you'd still need to extrude the faces. However, since it's so outdated, it shuold no longer be used as a general guide for learning Blender.  Blender 3D: Noob to Pro  readers are encouraged to edit the WikiBook in order help to keep it up to date.
    ::虽然大多数教程都是针对Blender 2.4-2.7版本设计的,但每个模块的基本内容都可以应用于当前版本.例如,当制作一个简单的人时,你仍然需要一个立方体,你仍然需要挤出面孔.然而,由于它已经过时,它不再被用作学习Blender的一般指南. Blender 3D:从新手到专业的读者们被鼓励编辑WikiBook,以帮助保持最新状态.

    I have a question, where can I get help?
    ::我有一个问题,我在哪里可以得到帮助?

    Google is your friend! Try searching it up on google to see if someone has asked the same or a similar questiotn! You can also search or post questions at  BlenderArtists  a large, easy-to-use, English-language forum. Along with that,  BlenderWiki  contains a large database of documentation. Find similar forums in other languages at  blender.org's community page . The discussion pages there are also useful.
    ::谷歌是你的朋友!试着在谷歌上搜索,看看是否有人问过同样的问题!你也可以在BlenderArtists搜索或发布问题,这是一个大型,易于使用的英语论坛.此外,BlenderWiki包含大量的文档数据库.在blender.org的社区页面上找到其他语言的类似论坛.那里的讨论页面也很有用.

    If your question turns out to be very common, please take a moment to see if it can be added to the book! It is best if it can be smoothly incorporated with an existing page.
    ::如果你的问题很常见,请花点时间看看它是否可以添加到书中!最好是它可以顺利地与现有页面相结合.


  • This page includes a categorized list of  Blender  tutorials written or spoken in English. This is by no means a comprehensive list of tutorials, so adding links is encouraged. For tutorials that are not in English, please refer to the  About  page.
    ::本页面包含了英语编写或口语的Blender教程的分类列表.这绝不是一个全面的教程列表,因此鼓励添加链接.对于非英语的教程,请参阅关于页面.

    If you would like to learn about editing pages, you can find information in the  Introduction to Wikipedia .
    ::如果你想了解如何编辑页面,你可以在"维基百科的介绍"中找到信息.

    General Blender Information
    ::Blender的一般信息

    • Blender Documentation  - Includes information on Blender functionality, developing for Blender, and creating Addons.
      ::混合器文档 - 包括关于混合器功能,为混合器开发和创建附加组件的信息.
    • To Those Learning 3D  - Recommendations for people first diving into Blender.
      ::对于那些学习3D的人 - 建议那些第一次潜入Blender的人.

    Blender Tutorial Websites
    ::Blender教程网站

    This section includes links to websites that host multiple tutorials or provide links to other Blender tutorials. This section does not contain links to individual tutorials.
    ::本节包含多个教程的网站链接或提供其他Blender教程的链接.本节不包含单个教程的链接.

    • BlenderGuru  - Run by Andrew Price, BlenderGuru includes free tutorials as well as full training courses.
      ::布伦德古鲁 - 由安德鲁·普莱斯 (Andrew Price) 经营,布伦德古鲁包括免费的教程以及完整的培训课程.
    • Blender Cookie  - Part of the CG Cookie Network. Includes many free tutorials. Other tutorials and full courses are available to members with a subscription.
      ::混合器 Cookie - CG Cookie 网络的一部分.包含许多免费教程.其他教程和完整课程可供订阅的会员使用.
    • BlenderDiplom  - Free tutorials mostly focused on visual effects, but includes other topics as well.
      ::BlenderDiplom - 免费的教程主要集中在视觉效果,但也包括其他主题.
    • Blender Tutor  - Includes a series for Blender beginners as well as tutorials for more advanced users
      ::混合器教程 - 包括一个系列的混合器初学者以及教程更高级的用户
    • BlenderArt Magazine  - Blender magazine that includes tutorials in each issue.
      ::杂志 - 每期都有教程.
    • Blenderpedia  - Free video tutorials, mostly about creating scenes and environments.
      ::布伦德尔百科 - 免费的视频教程,主要是关于创建场景和环境.
    • 3D Total Blender Tutorials  - Includes many tutorials about various topics in Blender.
      ::3D Total Blender教程 - 包括许多关于Blender的各种主题的教程.
    • BlenderCourse  - 120 page Blender E-Book created for Blender 2.63
      ::编写为Blender 2.63的 Blender 电子书
    • Tutorials For Blender3d  - Many Blender Game Engine tutorials for Blender 2.6
      ::对于Blender3d的教程 - 许多Blender游戏引擎教程
    • Blender Tutorials Vimeo Group  - This group the collects video tutorials posted on Vimeo.
      ::混合剂教程Vimeo组 - 这个组收集了Vimeo上发布的视频教程.
    • Super3boy's Blender Tutorials  - Video tutorials dealing with the basics of different aspects of Blender.
      ::超3boy的Blender教程 - 视频教程,涉及Blender的不同方面的基础知识.
    • Greybeard's Blender Video Tutorials  - Downloadable video tutorials that go over many topics.
      ::灰胡子的混音器视频教程 - 可以下载的视频教程,涵盖许多主题.

    These sites include links to Blender tutorials on other sites
    ::这些网站包括其他网站上的 Blender 教程的链接

    • BlenderNation Tutorials  - List of tutorials that have been posted on BlenderNation
      ::编程教程 - 在编程教程上发布的教程列表
    • Blender3d Club  - Includes links to various Blender tutorials
      ::结合各种Blender教程的链接
    • SurfnLearn.com : Blender 3D Tutorials  - Links to various Blender Tutorials
      ::浏览: 混合剂3D教程 - 链接到各种混合剂教程
    • Learningblender.com  - Categorized links to various Blender Tutorials
      ::Learningblender.com - 针对各种Blender教程的分类链接

    These sites include tutorials that use Blender versions prior 2.5.
    ::这些网站包括使用Blender版本之前的2.5教程.

    • Dave Jarvis' Blender Tutorials  - Free tutorials using Blender 2.4x
      ::戴夫·贾维斯的Blender教程 - 使用Blender 2.4x的免费教程
    • Kator Legaz  - List at bottom includes a couple Blender tutorials
      ::卡托尔·莱加斯 - - 下面的列表包括一些Blender教程
    • BlenderMasters  - Links to tutorials and some embedded YouTube tutorials. All 2.4x and older.
      ::混师 - 链接到教程和一些嵌入式YouTube教程.所有2.4x及以上.
    • Selleri (Link removed, because it is harmful nowadays) - Handful of tutorials on a very old version of Blender.
      ::现在已经有了很多教程,
    • Cogfilms Tutorials  - PDF downloads of tutorials in 2.4x
      ::科格菲尔姆教程 - 在2.4x下载教程的PDF
    • Pavaler.se  - A couple of tutorials on modeling and animation.
      ::关于模特和动画的教程.

    Blender Interface
    ::Blender接口

    Modeling
    ::模拟

    Mesh Modeling
    ::网格建模

    Nurbs and Subsurface Modeling
    ::纳尔布和地表模型

    Modeling Specific Objects
    ::特定对象的建模

    Texturing
    ::质感

    UV Mapping
    ::超紫外线映射

    Animated Textures
    ::动画纹理

    Texture Nodes
    ::质地节点

    2D Texture Painting Techniques
    ::双维纹理绘制技术

    These tutorials do not directly involve Blender, however they cover useful 2D knowledge for advanced Blender users.
    ::这些教程并不直接涉及到Blender,但它们涵盖了高级Blender用户的有用的2D知识.

    Lighting, Shadows and Rendering
    ::照明,影子和染

    Compositing
    ::复合

    Animation
    ::动画

    Armatures and IK
    ::固件和 IK

    Particles
    ::颗粒

    Fluid Simulation
    ::流体模拟

    Game Engine
    ::游戏引擎

    Verge3D
    ::没有任何问题.

    Python and Plugins
    :: Python 和插件

    Distributed Computing
    ::分布式计算

    Blender WikiBooks
    ::混合器维基书

    FAQ
    ::常见问题

    • Blender FAQ  (Generated on September 24, 2001)
      ::常见的Blender问题 (创建于2001年9月24日)

    Miscellaneous
    ::其他

    These are must reads for CG artists.
    ::对于计算机艺术家来说,

    Open Movies
    ::开放电影

    IRC
    ::国际电信中心

    Tests
    ::测试

    Other Lists
    ::其他清单

    Please read more about on  talk  page.
    ::请阅读更多关于在讨论页面.

    About
    ::关于

    This links list is language filtered and extended version of personal collection originally provided by  IamInnocent . So if you looking for tutorials in other languages check this link at  www.elYsiun.com .
    ::链接列表是IamInnocent提供的个人收藏的语言过和扩展版本.

    If you want to add Blender tutorial link in some other language you can add it temporary on  talk  page. We will later made such WikiBooks in other languages too.
    ::如果您想在其他语言中添加Blender教程链接,可以在讨论页面上临时添加.我们将以后在其他语言中也制作这样的维基书.

    Thank you all who contributed to this nice and useful links collection! Feel free to add your name or link if you think you need to be mentioned here.
    ::感谢所有为这本好看而有用的链接收藏作贡献的人!如果你认为你需要在这里提到,请随时添加你的名字或链接.


  • Blender can render still images and video to many different file formats. Here is an alphabetical list:
    ::混合器可以将静态图像和视频染成许多不同的文件格式.以下是字母顺序列表:

    • AVI Codec  - AVI codec compression. Available codecs are operating system dependent. When an AVI codec is initially chosen, the codec dialog is automatically launched. The codec can be changed directly using the Set Codec button in AVI Codec settings.
      ::AVI编解码器 - - AVI编解码器的压缩.可用的编解码器取决于操作系统.当初选择一个AVI编解码器时,编解码器对话框会自动启动.可直接使用AVI编解码器设置中的设置编解码器按更改编解码器.
    • AVI Jpeg  - AVI but with Jpeg compression. Lossy, smaller files but not as small as you can get with a Codec compression algorithm. Jpeg compression is also the one used in the DV format used in many digital camcorders.
      ::AVI Jpeg - AVI但有Jpeg压缩. 丢失,较小的文件但不像你能得到一个编码器压缩算法一样小. Jpeg压缩也是许多数字摄像机中使用的DV格式中使用的.
    • AVI Raw  - Audio-Video Interlaced (AVI) uncompressed frames.
      ::AVI Raw - 音频视频交错 (AVI) 没有压缩的.
    • BMP  - Bit-Mapped Paint is an early lossless format.
      ::简称BMP - - 位映射绘画是一种早期的无损格式.
    • Cineon  - format produced by a Kodak Cineon camera and used in high-end graphics software and directed toward digital film.
      ::电影 - 由柯达电影相机制作的格式,用于高端图形软件,并针对数字电影.
    • DPX  - Digital Moving-Picture eXchange format; an open professional format (close to Cineon) with meta-information about the picture; 16-bit uncompressed bitmap (huge file size). Used in preservation.
      ::DPX - 数字移动图片交换格式;一个开放的专业格式 (接近Cineon) 带有关于图片的元信息;16位未压缩的位图 (巨大的文件大小).用于保存.
    • FFMPEG  - Fast Forward Moving Pictures Expert Group is a collection of free and open source software libraries that record, convert and stream digital audio and video in numerous formats. You must have the proper codec installed on your computer for Blender to call it and use it to compress the video stream through FFMPEG, but there are preset formats to choose from, such as DV, SVCD, and DVD.
      ::FFMPEG - Fast Forward Moving Pictures Expert Group 是一系列免费和开源软件库,可以以多种格式记录,转换和流媒体数字音频和视频.您必须在计算机上安装适当的编解码器,以便Blender 调用并使用它来通过 FFMPEG 压缩视频流,但可以选择预设格式,例如 DV,SVCD 和 DVD.
    • Frameserver  - Blender puts out frames upon request as part of a render farm. The port number is specified in the OpenGL User Preferences panel.
      ::服务器 - 混合器根据请求将作为染农场的一部分.端口号码在OpenGL用户偏好面板中指定.
    • HamX  - Blender's own self-developed 8 bits RLE (Run Length Encoded bitmap) format; it creates extremely compact files that can be displayed quickly. To be used only for previsualization of animations (Play button).
      ::汉姆X - 混合器自开发的8位RLE (运行长度编码位图) 格式;它创建极其紧的文件,可以快速显示.仅用于动画预览 (播放按).
    • Iris  - the standard Silicon Graphics Inc (SGI) format used on Unix OS machines.
      ::虹膜 - 在Unix操作系统机器上使用的标准图形公司 (SGI) 格式.
    • JPEG  - Joint Photographic Experts Group (name of the consortium which defined it), an open format that supports very good compression with little loss of quality. Only saves RGB value. Re-saving images results in more and more compression and loss of quality.
      ::JPEG - 联合摄影专家组 (定义该组的联盟名称),是一种支持非常好的压缩且质量很少损失的开放格式.仅保存RGB值.重复保存图像会导致越来越多的压缩和质量损失.
    • JPEG 2000
      ::图像编辑器
    • MultiLayer  - an OpenEXR format that supports storing multiple layers of images together in one file. Each layer stores a renderpass, such as shadow, specularity, color, etc. You can specify the encoding used to save the MulitLayer file using the codec selector (ZIP (lossless) is shown and used by default).
      ::多层 - 一种支持在一个文件中存储多层图像的OpenEXR格式.每个层存储染码,如影子,光谱,颜色等.您可以使用编码器选择器指定用于保存MulitLayer文件的编码 (默认显示和使用ZIP (无损).
    • OpenEXR  - an open and non-proprietary extended and highly dynamic range (HDR) image format, saving both Alpha and Z-depth buffer information.
      ::OpenEXR - 一种开放的非专有扩展和高动态范围 (HDR) 图像格式,保存阿尔法和Z深度缓冲信息.
    • PNG  - Portable Network Graphics, a lossless image format often used in web design.
      ::PNG - 可携带网络图形,一个无损图像格式,经常用于网页设计.
    • QuickTime  - A proprietary multimedia framework for video and images.
      ::快速时刻 - 视频和图像的专有多媒体框架.
    • Radiance HDR
      ::辐射高清
    • Targa
      ::塔尔加
    • Targa Raw
      ::的生
    • TIFF  - Tagged Image File Format created by Aldus for desktop publishing.
      ::TIFF - 由Aldus创建的标记图像文件格式,用于桌面发布.

    If the selection seems daunting, here are pointers:
    ::如果选择似乎令人丧, 以下是提示:

    If you need transparency in your images (i.e., an alpha channel that allows any part of the rendered image to have varying degrees of opacity), or you will be compositing, you generally want to use:
    ::如果您需要图像的透明度 (即,允许染图像的任何部分具有不同程度的不透明度的α频道),或者您将进行构成,您通常希望使用:

    • Multilayer
      ::多层
    • PNG
      ::其他
    • OpenEXR
      ::开放EXR
    • Targa
      ::塔尔加

    Of the above four formats, you will find that PNG and Targa images can be opened and edited by most any bitmap editing application, such as GIMP or Photoshop. However, OpenEXR and Multilayer offer more options within Blender, and may produce smaller, lossless files.
    ::在上述四种格式中,您会发现 PNG 和 Targa 图像可以通过任何位图编辑应用程序 (如 GIMP 或 Photoshop) 打开和编辑.然而,OpenEXR 和 Multilayer 在 Blender 中提供了更多的选项,并且可以生成更小,无损的文件.


  • Here are some sources of free 3d models from across the web. Take them apart, put them back together, understand what makes them tick, to improve your own modeling.
    ::解开它们,重新组合,了解它们的功能,以改进你自己的建模.

    Blender-Specific
    ::Blender特定的

    These sites offer .blend files for download.
    ::这些网站提供.blend文件下载.

    • The Official Blender Model Repository
      ::官方的混合器模型库
    • Blender for Architecture
      ::建筑中的混合器
    • http://opengameart.org  — more Blender models
      ::更多的混合器模型
    • http://katorlegaz.com/3d_models/index.php  -- they have furniture, arcade video games, joysticks, toys, vehicles, road and sidewalk items, and simple human models
      ::它们有家具,街机游戏,操纵杆,玩具,车辆,道路和人行道的物品,
    • Yorik’s site  — some Blender files for his architectural projects are available for download.
      ::约里克的网站上有一些他设计的建筑项目的Blender文件可供下载.
    • BlenderKit  — free models, materials and brushes available through Blender add-on.
      ::通过Blender附加程序提供免费的模型,材料和刷子.

    Sites Requiring Registration
    ::需要注册的网站

    Non-Blender-Specific
    ::其他非混合剂特定的

    These sites offer models in other formats.
    ::这些网站提供其他格式的模型.

    This seems to have some licensed models and might be legal trouble see Discussion at  http://blenderartists.org/forum/archive/index.php/t-237569.html
    ::这似乎有一些许可模型,可能会有法律问题,请参阅 http://blenderartists.org/forum/archive/index.php/t-237569.html

    • http://sketchup.google.com/3dwarehouse/  - Google's 3d warehouse repository; take the collada version, when available ( the Google Earth downloads are actually .zip files with a collada inside them, so just rename and unzip)
      ::谷歌的3d仓库; 随时可用,请使用拼接版本 (谷歌地球下载实际上是带有拼接的zip文件,所以只需重新命名和解压)

    Note:  some of the 3d warehouse models can't be understood by blender due to a zillion repeating elements, others will show up invisible (one sided, or inside out), be gigantic in size, or all parented to some crazy spot out in space. Fixing these to be usable will push your blender skills to new levels in some cases.
    ::注意:由于大量重复的元素,一些3D仓库模型无法被混合器理解,其他模型会显示为隐形 (单面或内外),大小巨大,或所有与空间中的某个疯狂点相关.

    Tips:  I’ve tried importing a few of these 3D Warehouse models, and so far I’ve only noticed a couple of issues:
    ::提示:我尝试了导入一些3D仓库模型, 到目前为止我只注意到了几个问题:

      • The model imports into a new Blender scene, called something like “SketchupScene” or “SketchupScene001”. You may also find additional scenes created with nothing in them, that you can delete. If you try rendering, you may not see anything, because the default camera is only linked into the original default scene named “Scene”. Just select the camera and hit  CTRL+LKEY  to link it into the new scene.
        ::模型导入到一个新的混合器场景,称为"SketchupScene"或"SketchupScene001".您也可能会发现没有任何内容的其他场景,可以删除.如果您尝试染,您可能不会看到任何东西,因为默认摄像头只链接到名为"Scene"的原始默认场景.只需选择摄像头并按Ctrl+LKEY将其链接到新场景中.
      • You may notice parts of the model appearing and disappearing as you try viewing it from different angles. This is because it is scaled very large (several hundred Blender Units on a side). Try scaling it down so it’s no more than a few BU on a side.
        ::您可能会注意到模型的部分出现和消失,因为您尝试从不同的角度查看它.这是因为它是规模非常大的 (几百个混合器单元在一侧).试着缩小它,所以它不超过几个BU在一侧.
      • There will usually be a lot of doubles, so remove them with  WKEY ->remove doubles.
        ::删除它们的方法是 WKEY-> remove doubles.
      • There may be many separate objects, so select what you want to combine and hit  CTRL+J  to join them all into one object.
        ::选择要组合的对象,然后按Ctrl+J将它们合并为一个对象.

      ::模型导入到一个新的混合器场景,称为类似于"SketchupScene"或"SketchupScene001".您也可能会发现没有任何东西的额外场景,可以删除.如果您尝试染,您可能看不到任何东西,因为默认摄像头只与原始默认场景"Scene"连接.只需选择摄像头并按Ctrl+J键将其链接到新场景中.您可能会注意到模型的部分出现和消失,因为您试图从不同的角度查看它.这是因为它是规模非常大的 (一侧有几百个混合器单元).尝试缩小它,所以它在一侧不超过几个BU.通常会有很多重复,所以用WKEY->删除它们.可能有很多单独的对象,所以选择您想要


    Sites Using .RAR Format
    ::使用.RAR格式的网站

    Separated out because they may not be decodable with Free Software.
    ::因为它们可能无法用自由软件解码.

    Sites Requiring Registration
    ::需要注册的网站

    Generating from a still image
    ::从静态图像生成

    Artificial intelligence can generate a 3D model from a single 2D image. You can use  Unique3D  on the site of  Hugging Face . It runs freely without account. The render is not extremely detailed but it's way better than previous AI like  TripoSR .
    ::人工智能可以从单个二维图像生成3D模型.你可以在拥抱脸网站上使用Unique3D.它可以在没有帐户的情况下自由运行.染不是非常详细,但它比TripoSR等以前的AI要好得多.

    The GLB export is recommanded. To use it, create a  .blend  project and import the file. To render the texture:
    ::建议使用 GLB 导出. 使用它,创建一个 .blend 项目并导入文件. 染纹理:

    1. Add a  Principled BSDF  material to the object
      ::将一个原则BSDF材料添加到对象中
    2. Create a  Color Attribute  in the  Shader Editor  view
      ::在影子编辑器视图中创建颜色属性
    3. Link the Color output of the  Color Attribute  to the  Base color  input of the  Principled BSDF
      ::将颜色属性的颜色输出与原则BSDF的基本颜色输入联系起来

    You can improve details by cropping the source image on a detail and generate a model for this detail. Once both imported in  Blender , melt them together.
    ::通过在细节上剪切源图像并为此细节生成模型,可以改进细节. 一旦两者都在混合器中导入,将它们融化在一起.


  • This page contains links to 2D images and drawings that can be useful for constructing models.

    Registration Required

    Payment Required

    Shouldn’t Really Be Here?


  • Here are some sources of materials, textures and photos from across the Web.

    这里有一些来自网络的材料、纹理和照片。

    Materials

    Textures

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