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Blender2.5x-2.6完全教程 1.4.7
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=第 1.4.7 节 系统 (system)= User Preferences用户自定义窗口里的System系统标签页,,列出了声音、图形、及驱动等与运行Blender相关的设置。以下为System系统标签页的可自定义选项: {| align=center border=0 style="width: 100%;" |+ '''User Preferences 用户自定义 File 文件''' |- | style="width: 22%;" | 左侧 | style="width: 26%;" | | style="width: 10%;" | | style="width: 42%;" | |- bgcolor=#EECC55 | General | 通用项 | | |- bgcolor=#FFDDAA | DPI | 显示字体大小(Dots Per Inch 每英寸点数) | 72 (48~128) | Font size and resolution for display |- bgcolor=#FFDDAA | Frame Server Port | 帧服务器渲染端口 | 8080 (0~32727) | Frameserver Port for Frameserver Rendering |- bgcolor=#FFDDAA | Console Scrollback | 终端缓冲区存储的可回滚查看的行数 | 128 (32~32768) | Maximum number of lines to store for the console buffer |- bgcolor=#EECC55 | Sound | 声音 | (按钮) | |- bgcolor=#FFDDAA | None | 空设备(没有音频输出) | | Null device - there will be no audio output |- bgcolor=#FFDDAA | SDL | 简单直达多媒体应用层(建议在序列中使用) | | SDL device - simple direct media layer, recommended for sequencer usage |- bgcolor=#FFDDAA | OpenAL | 开源音效库,支持3D音效(Open Audio Library 建议在游戏引擎中使用) | √ | OpenAL device - supports 3D audio, recommended for game engine usage |- bgcolor=#FFDDAA | Jack | 杰克开源专业音效(Professional audio 建议专业音效用户使用) | | Jack device - Open source pro audio, recommended for pro audio users |- bgcolor=#EECC55 | Channels | 设置音频通道数 | (菜单) | Sets the audio channels count |- bgcolor=#FFDDAA | 7.1 Surround | 7.1 环绕声 | | Audio Channels |- bgcolor=#FFDDAA | 5.1 Surround | 5.1 环绕声 | | Audio Channels |- bgcolor=#FFDDAA | 4 Channels | 4通道 | | Audio Channels |- bgcolor=#FFDDAA | Stereo | 立体声 | √ | Audio Channels |- bgcolor=#FFDDAA | Mono | 单声道 | | Audio Channels |- bgcolor=#EECC55 | Mixing Buffer | 设置音频混合缓冲区采样大小 | (菜单) | Sets the number of samples used by the audio mixing buffer |- bgcolor=#FFDDAA | 32768 | | | Audio Mixing Buffer |- bgcolor=#FFDDAA | 16384 | | | Audio Mixing Buffer |- bgcolor=#FFDDAA | 8192 | | | Audio Mixing Buffer |- bgcolor=#FFDDAA | 4096 | | | Audio Mixing Buffer |- bgcolor=#FFDDAA | 2048 | | √ | Audio Mixing Buffer |- bgcolor=#FFDDAA | 1024 | | | Audio Mixing Buffer |- bgcolor=#FFDDAA | 512 | | | Audio Mixing Buffer |- bgcolor=#FFDDAA | 256 | | | Audio Mixing Buffer |- bgcolor=#EECC55 | Sample Rate | 设置音频采样率(千赫) | (菜单) | Sets the audio sample rate |- bgcolor=#FFDDAA | 192 kHz | | | Audio Sample Rate |- bgcolor=#FFDDAA | 96 kHz | | | Audio Sample Rate |- bgcolor=#FFDDAA | 48 kHz | | | Audio Sample Rate |- bgcolor=#FFDDAA | 44.1 kHz | | √ | Audio Sample Rate |- bgcolor=#EECC55 | Sample Format | 设置音频样本格式 | (菜单) | Sets the audio sample format |- bgcolor=#FFDDAA | 64-bit Float | 64位浮点 | | Audio Sample Format |- bgcolor=#FFDDAA | 32-bit Float | 32位浮点 | √ | Audio Sample Format |- bgcolor=#FFDDAA | 32-bit Signed | 32位带符号 | | Audio Sample Format |- bgcolor=#FFDDAA | 24-bit Signed | 24位带符号 | | Audio Sample Format |- bgcolor=#FFDDAA | 16-bit Signed | 16位带符号 | | Audio Sample Format |- bgcolor=#FFDDAA | 8-bit Unsigned | 8位无符号 | | Audio Sample Format |- bgcolor=#EECC55 | Screencast | 截屏 | | |- bgcolor=#FFDDAA | FPS | 截屏回放的帧率(frames per second 帧/秒) | 10 (10~50) | Frame rate for the screencast to be played back |- bgcolor=#FFDDAA | Wait Timer (ms) | 录制截屏时每帧间隔等候时间(毫秒) | 50 (50~1000) | Time in milliseconds between each frame recorded for screencast |- bgcolor=#EECC55 | Compute Device | 计算机驱动 | | Device to use for computation (rendering With Cycle) 使用Cycle渲染引擎时指定用于计算的驱动 |- bgcolor=#FFDDAA | None | 无 | √ | |- bgcolor=#FFDDAA | CUDA | Nvidia显卡的CUDA算法 | | |- bgcolor=#FFDDAA | OpenCL | OpenCL算法 | | |- bgcolor=#FFDDAA | (菜单) | | | 无驱动时默认为CPU,CUDA算法时默认为显卡型号GPU |- | style="width: 22%;" | 中间 | style="width: 26%;" | | style="width: 10%;" | | style="width: 42%;" | |- bgcolor=#EECC55 | OpenGL | 开源图形库(Open Graphics Library) | | |- bgcolor=#FFDDAA | Clip Alpha | 在3D纹理预览中低于设定值时剪切阿尔法透明度 | 0.000 (0~1) | Clip alpha below this threshold in the 3D textured view |- bgcolor=#FFDDAA | Mipmaps | 在3D视图中缩放纹理(multum in parvo maps 多重图像纹理映射,更美观但占用更多内存且重新载入图像更缓慢) | √ | Scale textures for the 3D view (looks nicer but use more memory and slows image reloading) |- bgcolor=#FFDDAA | GPU Mipmap Generation | GPU细微贴图生成 | | Generate image Mipmaps on the GPU 使用GPU生成映像细微贴图 |- bgcolor=#FFDDAA | 16 Bit Float Textures | 16位浮点计算纹理 | √ | Use 16 bit per component for float images 为浮点映像的每个组成部分使用16位算法 |- bgcolor=#EECC55 | Anisotropic Filtering | 各向异性滤镜 | (菜单) | Quality of the anisotropic filtering(values greater than 1.0 enable anisotropic filtering) 相对于各向异性滤镜1.0版本的更高质量倍数 |- bgcolor=#FFDDAA | 16x | 16倍 | | |- bgcolor=#FFDDAA | 8x | 8倍 | | |- bgcolor=#FFDDAA | 4x | 4倍 | | |- bgcolor=#FFDDAA | 2x | 2倍 | √ | |- bgcolor=#FFDDAA | Off | 关闭 | | |- bgcolor=#FFDDAA | VBOs | 在视口渲染中使用顶点缓冲对像(如果不支持则使用顶点数组阵列) | | Use Vertex Buffer Objects (or Vertex arrays, if unsupported) for viewport rendering |- bgcolor=#EECC55 | Window Draw Method | 窗口管理器采用的窗口绘制方法 | (菜单) | Drawing method used by window manager |- bgcolor=#FFDDAA | Automatic | 自动 | √ | Window Draw Method |- bgcolor=#FFDDAA | Triple Buffer | 三重缓冲 | | Window Draw Method |- bgcolor=#FFDDAA | Overlap | 重叠 | | Window Draw Method |- bgcolor=#FFDDAA | Overlap Flip | 重叠翻转 | | Window Draw Method |- bgcolor=#FFDDAA | Full | 完全 | | Window Draw Method |- bgcolor=#EECC55 | Text Draw Options | 文本绘制选项 | | |- bgcolor=#FFDDAA | Text Anti-aliasing | 绘制用户介面时启用文本抗锯齿 | √ | Draw user interface text anti-aliasing |- bgcolor=#EECC55 | Textures | 纹理 | | |- bgcolor=#FFDDAA | Limit Size | 限制纹理尺寸以节省显存 | (菜单) | Limit the texture size to save graphics memory |- bgcolor=#FFDDAA | align=right | 128 | | | GL Textuer Limit 图形库纹理限制 |- bgcolor=#FFDDAA | align=right | 256 | | | GL Textuer Limit 图形库纹理限制 |- bgcolor=#FFDDAA | align=right | 512 | | | GL Textuer Limit 图形库纹理限制 |- bgcolor=#FFDDAA | align=right | 1024 | | | GL Textuer Limit 图形库纹理限制 |- bgcolor=#FFDDAA | align=right | 2048 | | | GL Textuer Limit 图形库纹理限制 |- bgcolor=#FFDDAA | align=right | 4096 | | | GL Textuer Limit 图形库纹理限制 |- bgcolor=#FFDDAA | align=right | 8192 | | | GL Textuer Limit 图形库纹理限制 |- bgcolor=#FFDDAA | align=right | Off | 关闭(不限) | √ | GL Textuer Limit 图形库纹理限制 |- bgcolor=#FFDDAA | Time Out | 上次访问GL纹理至被释放所需的刷新时间(秒,设为0则一直保留纹理调配) | 120 (0~3600) | Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep texture allocated) |- bgcolor=#FFDDAA | Collection Rate | GL纹理碎片收集器运行间隔的刷新时间(秒) | 60 (1~3600) | Number of seconds between each run of the GL texture garbage collector |- bgcolor=#EECC55 | Sequencer | 序列发生器 | | |- bgcolor=#FFDDAA | Prefetch Frames | 回放时预先渲染的的帧数 | 0 (0~500) | Number of frames to render ahead during playback |- bgcolor=#FFDDAA | Memory Cache Limit | 序列发生器内存缓存限制(兆字节) | 128 (0~1024) | Memory cache limit in sequencer (megabytes) |- | style="width: 22%;" | 右侧 | style="width: 26%;" | | style="width: 10%;" | | style="width: 42%;" | |- bgcolor=#EECC55 | Solid OpenGL lights | 实体OpenGL灯光 | | (三点照明布光方法) |- bgcolor=#FFDDAA | (灯炮按钮)左前方主光源 | 实体绘制模式中启用本OpenGL灯光 | √ | Enable this OpenGL light in solid draw mode |- bgcolor=#FFDDAA | align=right | Colors | 颜色 | | |- bgcolor=#FFDDAA | align=right | Diffuse | 漫反射(过渡色) | (白) | E7E7E7 |- bgcolor=#FFDDAA | align=right | Specular | 镜面反射(高光色) | (浅灰) | BCBCBC |- bgcolor=#FFDDAA | align=right | Direction | 方向 | | |- bgcolor=#FFDDAA | align=right | X | | -0.892 | |- bgcolor=#FFDDAA | align=right | Y | | 0.300 | |- bgcolor=#FFDDAA | align=right | Z | | 0.900 | |- bgcolor=#FFDDAA | (灯炮按钮)右侧方辅助光源 | 实体绘制模式中启用本OpenGL灯光 | √ | Enable this OpenGL light in solid draw mode |- bgcolor=#FFDDAA | align=right | Colors | 颜色 | | |- bgcolor=#FFDDAA | align=right | Diffuse | 漫反射(过渡色) | (浅灰偏蓝) | BBBCCB |- bgcolor=#FFDDAA | align=right | Specular | 镜面反射(高光色) | (灰) | 7C7C7C |- bgcolor=#FFDDAA | align=right | Direction | 方向 | | |- bgcolor=#FFDDAA | align=right | X | | 0.588 | |- bgcolor=#FFDDAA | align=right | Y | | 0.460 | |- bgcolor=#FFDDAA | align=right | Z | | 0.248 | |- bgcolor=#FFDDAA | (灯炮按钮)背部轮廓光源 | 实体绘制模式中启用本OpenGL灯光 | √ | Enable this OpenGL light in solid draw mode |- bgcolor=#FFDDAA | align=right | Colors | 颜色 | | |- bgcolor=#FFDDAA | align=right | Diffuse | 漫反射(过渡色) | (淡灰偏蓝) | E7ECFF |- bgcolor=#FFDDAA | align=right | Specular | 镜面反射(高光色) | (暗红) | 490000 |- bgcolor=#FFDDAA | align=right | Direction | 方向 | | |- bgcolor=#FFDDAA | align=right | X | | 0.216 | |- bgcolor=#FFDDAA | align=right | Y | | -0.392 | |- bgcolor=#FFDDAA | align=right | Z | | -0.216 | |- bgcolor=#EECC55 | Color Picker Type | 颜色选取面板类型(不同显示风格) | (菜单) | Different styles of displaying the color picker widget |- bgcolor=#FFDDAA | Square (HV + S) | 方形(色相明度平面+饱和度条) | | Color Picker Type |- bgcolor=#FFDDAA | Square (HS + V) | 方形(色相饱和度平面+明度条) | | Color Picker Type |- bgcolor=#FFDDAA | Square (SV + H) | 方形(饱和度明度平面+色相条) | | Color Picker Type |- bgcolor=#FFDDAA | Circle | 圆形 | √ | Color Picker Type |- bgcolor=#EECC55 | (勾选框)Custom Weight Paint Range | 自定义重量描绘范围(在重量描绘模式中为重量可视化启用颜色范围) | | Enable color range used for weight visualization in weight painting mode |- bgcolor=#FFDDAA | Add(按钮) | 在下方色带上添加一个新的颜色站位 | (实线) | Add a new color stop to the colorband |- bgcolor=#FFDDAA | Delete(按钮) | 删除活动站位 | (虚线) | Delete the active position |- bgcolor=#FFDDAA | F(按钮) | 翻转色带 | | Filp colorband |- bgcolor=#FFDDAA | (数字) | 选择活动颜色站位(0也计算在内) | | Choose active color stop(点击左右三角形符号切换) |- bgcolor=#FFDDAA | (下拉菜单) | 设置在颜色站位之间的插值 | | Set interpolation between color stops |- bgcolor=#FFDDAA | align=right | Constant | 常数(恒量) | | Interpolation |- bgcolor=#FFDDAA | align=right | B-Spline | B样条 | | Interpolation |- bgcolor=#FFDDAA | align=right | Linear | 线性 | √ | Interpolation |- bgcolor=#FFDDAA | align=right | Cardinal | 首要基数 | | Interpolation |- bgcolor=#FFDDAA | align=right | Ease | 衰减 | | Interpolation |- bgcolor=#FFDDAA | (透明色带) | | (黑白方格) | (鼠标可拖动调节颜色站位线) |- bgcolor=#FFDDAA | Pos | 颜色渐变站位 | 1.000 (0~1) | (点击Add按钮后出现Color Ramp Element position) |- bgcolor=#FFDDAA | (双色方格) | 颜色渐变色彩 | 绿色/透明黑白 | (点击Add按钮后出现Color Ramp Element color) |- bgcolor=#EECC55 | (勾选框)International Fonts | 国际字体(2.60版以后可以设置中文界面) | | (点击出现更多选项,请参考[[Blender2.5x-2.6完全教程_1.5.1|第 1.5.1 节]]) |} [[Image:Blender-tutorial_1-4-7_01.png]] ===<center>— [[Blender2.5x-2.6完全教程|返回目录]] —</center>===
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