3Dmax中英文对照参考软件:3Dmax8中文版+vray1.5中文版和3Dmax8英文版+vray1.5英文由于任务繁重,有些相同的内容只写一遍,还望谅解。
如有重复纯属糊涂and巧了。
一、右击菜单(由于有些右击菜单中在修改卷栏中也有在这就不复述)(右击菜单左侧)(右击菜单右侧)反转样条线:Reverse Line 孤立当前选择:Isolate selection设为首顶点:make first 全部解冻:unfreeze all拆分:divide 冻结当前选择:freeze selection绑定:bind 按名称取消隐藏:unhide by name取消绑定:Unbind 全部取消隐藏:unhide all工具1:tools 1 隐藏未选定对象:hide unselection工具2:tools 2 隐藏当前选择:hide selection创建线:create line 保存场景状态:save scene state附加:attach 管理场景状态:mange scene states分离线段:detach segment 显示:display连接:connect 变换:transform细化:refine 移动:move细化连接:connect refine 旋转:rotate循环顶点:cycle vertices 缩放:scale断开顶点:break vertices 选择:select焊接顶点:weld vertices 克隆:clone融合顶点:fuse vertices 属性:propertiesBezier角点:Bezier corner 曲线编辑器:curve editorBezier :bezier 摄影表:dope sheet角点:corner 关联参数:wire parameters平滑:smooth 转换为:convert to重置切线:reset tangents (展开)可编辑样条线:convert to editor spline 样条线:spline 可编辑网络:convert to editor mesh 线段:segment 可编辑多边形:convert to editor poly 顶点:vertex 可编辑片面:convert to editor patch 顶层级:top-level 转换为NURBS:convert to NURBS 线:line VRAY 属性:VRAY porperties曲线:curve VRAY场景转换器:VRAY scene converterVRAY网格导出:VRAY mesh exportVRAY VFB :VRAY VFB二、修改器:mordifiers选择: selectionFFD 选择:fFFD select网格选择:mesh select面片选择:patch select多边形选择:poly select按通道选择:select by channel样条线选择:spline select体积选择:volume select面片/样条线编辑:patch/spline editing横截面:cross section删除面片:delete patch删除样条线:delete spline编辑面片:edit patch编辑样条线:edit spline圆角/切角:fillet/chamfer车削:lathe规格化样条线:normalize spline可渲染样条线修改器:renderable spline modifier 曲面:surface扫描:sweep修剪/延伸:trim/extend网格编辑: mesh补洞:cap holes删除网格:delete mesh编辑网格:edit mesh编辑法线:edit normals编辑多边形:edit poly挤出:extrude面挤出:face extrudemultires:multires法线修改器:normal modifier优化:optimize平滑:smoothSTL检查:STL check对称:symmetry细化:fessellate顶点绘制:vertex paint顶点焊接:vertex weld动画:animation属性承载器:attribute holder柔体:flex链接变换:linked xform融化:melt变形器:morpher面片变形:patch deform面片变形(WSM):patch deform(WSM)路径变形:path deform路径变形(WSM):patch deform(WSM)蒙皮:skin蒙皮变形:skin morph蒙皮包裹:skin wrap蒙皮包裹面片:skin wrap patch样条线IK 控制:spline IK control曲面变形:surf deform曲面变形(WSM):surf deform(WSM)UV坐标:UV coordinates摄影机贴图:camera map摄影机贴图(WSM):camera map(WSM)贴图缩放器(SWM):map scaler(WSM)投影:projection展开UVW:unwrap UVWUVW贴图:UVW mapUVW贴图添加:UVW mapping AddUVW贴图清楚:UVW mapping clearUVW贴图变换:UVW mapping XForm缓存工具:cache tools点缓存:point cache点缓存(WSM):point cache(WSM)细分曲面:subdivision surfacesHSDS修改器:HSDSmordifier网络平滑:网格平滑:mesh smooth涡轮平滑:turbo smooth自由形式变形器:free form deformersFFD长方体:FFDBOXFFD圆柱体:FFD cylinder参数变形器:parametric deformers影响区域:affect region弯曲:bend置换:displace晶格:lattice镜像:mirror噪波:noisePhysique:physique推力:push保留:preserve松弛:relax涟漪:ripple壳:shell切片:slice拉伸:stretch球形化:spherify挤压:squeeze扭曲:twist推化:taper替换:XForm波浪:wave曲面:surface置换近似:disp approx置换网格:displace mesh材质:material按元素分配材质:material by element NURBS编辑:NURBS editing置换近似:disp approx曲面变形:surf deform曲面选择:surface select光能传递:radiosity细分:subdivide细分(WSM):sudiosity(WSM)三、可编辑样条线修改器菜单渲染:rendering在渲染中启用:enable in renderer在视口中启用:enable in viewport生成贴图坐标:senerat mapping coords 真实世界贴图大小:real-world map size 视口:viewport径向:radial厚度:thichness边:sides角度:angle纵横比:aspect自动平滑:auto smooth阈值:threshold插值:interpolation步数:steps自适度:adaptive名称选择:named selections复制:copy粘贴:paste锁定控制柄:lock handles相似:alike区域选择:area selection线段端点:segment end选择方式:select by。
显示顶点编号:show vertex number仅选定:selected only软选择:soft selection使用软选择:use soft selection边距离:edge distance衰减:fall off收缩:pinch膨胀:bubble几何体:geometry新顶点类型:new vertex type重定向:reorient附加多个:attach mult线性:linear绑定首点:bind first绑定末点:bind last连接复制:connect copy端点自动焊接:end point auto-welding 自动焊接:automatic welding插入:insert熔合:fuse反转:reverse循环:cycle相交:crossinsert轮廓:outline四、可编辑网络修改器菜单按顶点:by vertex忽略背面:lgnore bakefacing忽略可见面:lgnore visible edges片面阈值:planar thresh显示法线:show normal比例:scale删除孤立顶点:delete isolated vertices 命名选择:named selections改向:turn局部:local切片平面:slice planar切片:slice分割:split优化端点:refine ends目标【】像素:target【】pixels面中心:face-center炸开:explode对象:object元素:element移除孤立顶点:remove isolated vertices 选择开放边:select open edges从边创建图形:create shape from edge 视图对齐:view align栅格对齐:grid align平面化:make planar塌陷:collapse五、可编辑多边形修改器菜单收缩:shrink扩大:grow环形:ring循环:loop着色面切换:shaded face toggle模糊:blur复原:revert选择值:selection value笔刷大小:brush size笔刷强度:brush strength笔刷选项:brush options(打开brush options)【笔刷属性:brush porperties 相加:additive偏移:off set显示选项:display options绘制圆环:draw ring绘制轨迹:draw trace法线比例:normal scale标记:maker压力选项:pressure options启用压力灵敏度:enable pressure sansitivity影响压力:pressure affect预定义强度压力:predefined str pressure预定义大小压力:predefined size pressure其他:misc树深:tree depth在鼠标相似移动时更新:update on mouse up滞后率:lag rate】移除未使用的贴图顶点:remove unused map vertex 权重:weight重复上一个:repeat last约束:constraints保持UV:preserve UVs快速切片:quick slice完全交互:full interactivity编辑顶点颜色:edit vertex colors颜色:color照明:illumination顶点选择方式:select vertices by范围:range细分曲面:subdivision surface平滑结果:smooth result使用NURMS细分:use NURMS subdivision等值线显示:isoline display显示框架:show cage迭代次数:iterations平滑度:smoothness分割方式:separete by更新选项:update options始终:always渲染时:when rendering手动:manually细分置换:subdivision displace分割网络:split mesh细分预设:subdivision presets空间:spatial规则:regular曲率:curvature依赖于视图:advanced paramenters原始法线:original normals变换轴:transform axis提交:commit六、可编辑面片修改器菜单传播:propagate拓扑:topology添加三角形:add tri添加四边形:add quad显示内部:show interior edges使用真片面法线:use true patch normals保持边界点固定:keep boundary pts fixed保留外部角:save outer corners七、标准灯光修改器菜单常规参数:general parameters灯光类型:light type目标:trageted阴影:shadows使用全局设置:use global settings【高级光线跟踪阴影:adv-ray traced【Mental ray 阴影贴图:mental ray shadows map 【区域阴影:area shadows【阴影贴图:shadows map【光线跟踪阴影:ray traced shadows【Vray阴影:vray shadows排除:exclude强度/颜色/衰减:intensity/color/attenuation倍增:multipliter衰退:decay类型:type倒数:inverse【平方反比:inverse square开始:start显示:show近距衰减:near attenuation远距衰减:far attenuation....参数:......parameters光锥:light cone显示光锥:show cone泛光化:overshoot聚光区/光束:hotsport/beam衰减区/区域:fall off/field纵横比:aspect为图拟合:bitmap fit..高级效果:advanced effects影响曲面:affect surface对比度:contrast柔化漫反射边:soften diff edge漫反射:diffuse高光反射:specular仅环境光:ambient only投影贴图:projector map阴影参数:shadow parameters对象阴影:object shadows密度:pens灯光影响阴影颜色:light affect shadow color大气阴影:atmosphere shadows不透明度:opacity颜色量:color amount【高级光线跟踪参数:adv-ray traced params基本选项:basic options↓简单:simple↓单过程抗锯齿:1-pass antialias↓双过程抗锯齿:2-pass antialias双面阴影:2-sided shadows抗锯齿选项:antialiasing options阴影完整性:shadow integrity阴影质量:shadow quality阴影扩散:shadow spread阴影偏移:shadow bias抖动量:jitter amount优化:optimizations透明阴影:transparent shadows抗锯齿阈值:antialiaing threshold抗锯齿抑制:antialias suppression超级采样材质:super sampled material反射/折射:reflect/refract共面面剔除:coplanar face culling跳过共面面:skip coplanar faces【mental ray 阴影贴图:mental ray shadows map 贴图尺寸:map size采样范围:sample range采样:samples使用偏移:use bias合并距离:merge dist【区域阴影:area shadows区域灯光尺寸:area light dimensions【阴影贴图参数:shadows map parameters偏移:bias绝对贴图偏移:absolute map bias【光线跟踪阴影参数:光线偏移:ray bias最大四元树深度:max quadtree depth【v-ray阴影参数光滑表面阴影:smooth surface shadowsMental ray 间接照明:metal ray indirect illumination自动计算能量与光子:automatically calculate energy and photons 全局倍增:global multipliers能量:energy焦散光子:caustic photonsGI光子:GI photons衰退:decay八、光度学:photometric强度/颜色/分布:intensity/color/Distribution等向:lsotropic开尔文:Kelvin结果强度:resulting intensityWeb文件:web fileX轴旋转:x rotationIES天光参数:IES sky parameters启用倍增:on multipier天空颜色:sky color覆盖范围:coverage晴朗:clear少云:partly cloudy多云:cloudy每采样光线数:rays per sample九、VRay灯光单位:units默认(图像):default(image)【发光率:luminous power【亮度:luminance【辐射率:radiant power【辐射:radiance尺寸:size半长:half-length半宽:half-width双面:double-sided不可见:invisible忽略灯光法线:lgnore light normals不衰减:No decay天光入口:skylight portal储存发光贴图:store with irradiance map细分:subdivs穹顶灯光选项:dome light options纹理:Texture分辨率:resolution穹顶灯光光子发射:photon emission目标半径:target radius发射半径:emit radius球形(完整穹顶):sphercal(full dome)Vr阳光参数:VRsun parameters激活:enabled浊度:turbidity臭氧:ozone光子发射半径:photon emit radius十、渲染器对话框之默认扫描线渲染器公用:common公用参数:common parameters时间输出:time output单帧:single每N帧:every Nth frame活动时间段:active time segment范围:range文件起始编号:file number base帧:frames输出大小:output size光圈宽度(毫米):aperture width(mm)图像纵横比:image aspect像素纵横比:pixel aspect选项:options大气:atmospherics渲染隐藏几何体:render hidden geometry效果:effects区域光源/阴影视作点光源:area light/shadows as points 置换:displacement强制双面:force 2-sided视频颜色检查:video color check超级黑:super black渲染为场:render to fields高级照明:advanced lighting使用高级照明:use advanced lighting需要时计算高级照明:compute advanced lighting when required渲染输出:render out保存文件:save file将图像文件列表放入输出路径:put image file list(s)in output path(s)立即创建:create nowAutodesk me 图像序列文件:autodesk me image sequence file原有3ds max图像文件列表:legacy 3ds max image file list使用设备:use device渲染帧窗口:render frame window网络渲染:net render路过现有图像:skip existing images电子邮件通知:email notifications启用通知:enable notifications类别:categories通知进度:notify progress通知故障:notify failures通知完成:notify completion电子邮件选项:email optionsSMTP服务器:SMTP server脚本:scripts预渲染:pre-render立即执行:execute now局部性地执行(被网络渲染所忽略):execute locally(ignored by network rendering)渲染后期:post-render指定渲染器:assign renderer产品级:production默认扫描线渲染器:default scanline renderer材质编辑器:material editor保存为默认设置:save as defaults渲染器:renderer强制线框:force wireframe线框厚度:wire thickness对象运动模糊:object motion blur持续时间:duration图像运动模糊:image motion blur渲染迭代次数:rendering iterations颜色范围限制:color range limiting钳制:clamp缩放:scale内存管理:memory management节省内存:conserve memory光线跟踪器:raytracer光线跟踪全局参数:raytracer global parameters光线跟踪深度控制:ray depth control最大深度:maximum depth最大深度时使用的颜色:color to use at max depth指定:specify背景:background中止阈值:cutoff threshold全局光线抗锯齿器:global ray antialiaser【快速自适应抗锯齿器:fast adaptive antialiaser【多分辨率自适应抗锯齿器:multiresolution adaptive antialiaser全局光线跟踪引擎选择:global raytrace engine options启用光线跟踪:enable raytracing启用自反射/折射:enable self raflect/rafract光线跟踪大气:raytrace atmosphere渲染光线跟踪对象内的对象:render object inside raytraced object渲染光线跟踪对象内的大气:render atmospherics inside raytraced object 启用颜色密度/雾效果:enable color density/fog effect加速控制:acceleration【面限制:face limit【平衡:balance【最大细分:max divisions显示进程对话框:show progress dialog显示消息:show massages十一、渲染器对话框之mental ray 渲染器处理:processing转换器选项:translator options内存选项:memory options使用占位符对象:use planceholder objects内存限制:memory limit使用mental ray 贴图管理器:use mental ray map manager材质覆盖:material override导出到.Mi文件:export to .Mi file渲染时导出:export on render解压缩:un-compressed增量(单个文件):incremental(single file)渲染过程:render pass合并明暗器:merge shader配置设置:configuration setting还原为默认设置:restore to default诊断:diagnostics视觉效果:visual采样率:sampling rate坐标空间:coordinate【对象:object【世界:world光子:photon【密度:density【发光度:irradinace最终聚集:final gather分布式块状渲染:distributed bucket rendering分布式渲染:distributed rendering分布式贴图:distributed map渲染器:renderer采样质量:sampling quality每像素采样数:samples per pixel锁定采样:lock samples渲染块宽度:bucket width抖动:jitter渲染块顺序:bucket order【希尔伯特(最佳):hilbert(best)【螺旋:spiral帧缓冲区类型:frame buffer type【整数(每通道16位数):integer(16bits per channel)【浮点数(每通道32位数)floating-point(32bits per channel)渲染算法:rendering algorithms扫描线:scaline(使用fast rasterizer,可能忽略“采样质量”卷展览中的最大/最小采样数和对比度的参数):(the min/max samples and contrast parameters,from the sampling quality rollout,are ignored when using fast rasterizer)使用自动体积:use autovolume光线跟踪加速:raytrace acceleration运动模糊:motion blur快门持续时间(帧):shutter duration(frames)快门偏移(帧):shutter offset(frames)运动分段:motion segments轮廓:contours轮廓对比度:contours contrast轮廓存储:contours store轮廓输出:contours output摄影机明暗器:camera sharders镜头:lens景深(仅透视视图):depth of field(perspective views only)【f制光圈:f stop【焦距范围:focus plane间接照明:indirect illumination焦散:caustics每采样最大光子数:maximum num. Photons per sample过滤器:filter当焦散启用时不透明阴影:opaque shadow when caustics are enabled 全局照明:global illumination跟踪深度:trace depth每个灯光的平均焦散光子:average caustic photons per light每个灯光的平均GI光子:average GI photons per light全局能量倍增:global energy multiplier衰退:decay最终聚集:final gather以像素表示半径:radii in pixels快速查找(较慢GI):fast lookup(slower GI)预览(无预先计算):preview(no precalculations)最大反弹次数:max bounces使用衰减:限制关系距离)use falloff(limit ray distance)。