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pfm_user_interface.txt
267 lines (267 loc) · 15.7 KB
/
pfm_user_interface.txt
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components = "Components"
pfm_actor_catalog = "Actor Catalog"
pfm_actor_editor = "Actor Editor"
pfm_add_component = "Add Component"
pfm_add_component_type = "Add {0} Component"
pfm_add_film_clip = "Add film clip"
pfm_add_new_component = "Create new Component"
pfm_add_preset = "Add Preset"
pfm_add_sky = "Add Sky"
pfm_ao_factor_desc = "Specifies the ambient occlusion strength of the material with 1 = full strength and 0 = disabled. This factor will be multiplied with the ambient occlusion map, if one is specified, and will have no effect otherwise."
pfm_apply_post_processing = "Apply post-processing"
pfm_apply_render_settings = "Apply render settings from image"
pfm_auto_aim_work_camera = "Auto Aim Work Camera"
pfm_base_properties = "Base Properties"
pfm_cancel_rendering = "Cancel Rendering"
pfm_change_scene_camera = "Change Scene Camera"
pfm_clip_editor = "Clip Editor ({0})"
pfm_clip_editor_overlay = "Overlay"
pfm_clip_editor_picture = "Picture"
pfm_clip_editor_sound = "Sound"
pfm_color_b = "B"
pfm_color_g = "G"
pfm_color_r = "R"
pfm_color_transform = "Color Transform"
pfm_color_transform_filmic_blender_high_contrast = "High Contrast"
pfm_color_transform_filmic_blender_low_contrast = "Low Contrast"
pfm_color_transform_filmic_blender_medium_contrast = "Medium Contrast"
pfm_color_transform_filmic_blender_medium_high_contrast = "Medium High Contrast"
pfm_color_transform_filmic_blender_medium_low_contrast = "Medium Low Contrast"
pfm_color_transform_filmic_blender_very_high_contrast = "Very High Contrast"
pfm_color_transform_filmic_blender_very_low_contrast = "Very Low Contrast"
pfm_color_transform_look = "Color Transform Look"
pfm_component_camera_aperture = "Aperture"
pfm_component_camera_aperture_blade_count = "Number of aperture blades"
pfm_component_camera_aperture_blades_rotation = "Apeture blade rotation"
pfm_component_camera_aperture_bokeh_ratio = "Bokeh Ratio"
pfm_component_camera_aperture_fstop = "F-Stop"
pfm_component_camera_enable_dof = "Enable depth of field"
pfm_component_camera_far_z = "Far plane distance"
pfm_component_camera_field_of_view = "Field of view"
pfm_component_camera_focal_distance = "Focal distance"
pfm_component_camera_near_z = "Near plane distance"
pfm_component_camera_sensor_size = "Sensor size"
pfm_copy_to_camera = "Copy to {0}"
pfm_create_new_actor = "New actor"
pfm_create_new_articulated_actor = "New articulated actor"
pfm_create_new_camera = "New camera"
pfm_create_new_directional_light = "New sun light"
pfm_create_new_particle_system = "New particle system"
pfm_create_new_point_light = "New point light"
pfm_create_new_prop = "New prop"
pfm_create_new_spot_light = "New spot light"
pfm_create_new_volume = "New volume"
pfm_create_render_job = "Create render job(s)"
pfm_create_render_job_desc = "Creates a scene snapshot, which can be used to render the image(s) outside of Pragma with the external rendering tool."
pfm_cycles = "Cycles"
pfm_cycles_bake_type_albedo = "Albedo"
pfm_cycles_bake_type_combined = "Combined"
pfm_cycles_bake_type_depth = "Depth"
pfm_cycles_bake_type_normals = "Normals"
pfm_cycles_cam_equirect_mode = "Mode"
pfm_cycles_cam_panorama = "Panorama"
pfm_cycles_cam_panorama_range = "Panorama Range"
pfm_cycles_cam_panorama_type_cubemap = "Cubemap"
pfm_cycles_cam_panorama_type_equidistant = "Equidistant"
pfm_cycles_cam_panorama_type_equirectangular = "Equirectangular"
pfm_cycles_cam_panorama_type_equisolid = "Equisolid"
pfm_cycles_cam_panorama_type_mirrorball = "Mirrorball"
pfm_cycles_cam_type = "Camera type"
pfm_cycles_cam_type_orthographic = "Orthographic"
pfm_cycles_cam_type_panorama = "Panorama"
pfm_cycles_cam_type_perspective = "Perspective"
pfm_cycles_degrees = "{0} Degrees"
pfm_cycles_device_type = "Device Type"
pfm_cycles_device_type_cpu = "CPU"
pfm_cycles_device_type_gpu = "GPU"
pfm_cycles_output_format = "Output Format"
pfm_cycles_output_format_desc = "The output format that images should be saved as. HDR images will be saved with the original HDR colors (without tonemapping), all other formats will be tonemapped before saving."
pfm_cycles_preview_mode = "Viewport Mode"
pfm_cycles_preview_mode_360_left = "360 (Left Eye)"
pfm_cycles_preview_mode_360_right = "360 (Right Eye)"
pfm_cycles_preview_mode_flat = "Flat"
pfm_cycles_preview_quality = "Preview Quality"
pfm_cycles_quality_preset = "Quality Preset"
pfm_cycles_quality_preset_high = "High"
pfm_cycles_quality_preset_low = "Low"
pfm_cycles_quality_preset_medium = "Medium"
pfm_cycles_quality_preset_very_high = "Very High"
pfm_cycles_quality_preset_very_low = "Very Low"
pfm_cycles_renderer = "Cycles-Renderer"
pfm_cycles_tone_mapping_none_hdr = "None (HDR)"
pfm_denoise_image = "Denoise image"
pfm_denoise_image_desc = "If disabled, the image will not be denoised automatically. Disable this option if you wish to use a custom denoiser."
pfm_denoise_mode = "Denoise Mode"
pfm_dof_coc = "Circle of confusion"
pfm_dof_debug_show_depth = "Show debug depth"
pfm_dof_debug_show_focus = "Show debug focus"
pfm_dof_dither_amount = "Dither amount"
pfm_dof_enable_vignette = "Enable vignette"
pfm_dof_enabled = "Enable depth of field"
pfm_dof_max_blur = "Max blur"
pfm_dof_pentagon_shape_feather = "Pentagon shape feather"
pfm_dof_ring_samples = "Number of ring samples"
pfm_dof_rings = "Number of rings"
pfm_dof_use_pentagon_bokeh_shape = "Use pentagon bokeh shape"
pfm_dof_vignette_inner_border = "Inner vignette border"
pfm_dof_vignette_outer_border = "Outer vignette border"
pfm_edit_material = "Edit material"
pfm_edit_particle_system = "Edit particle system"
pfm_element_viewer = "UDM Editor"
pfm_emission_factor_desc = "Specifies the emission color of the material. If no emission map is specified, this factor will determine the global emission color of the material, otherwise the rgb factors will be multiplied with the emission map."
pfm_emission_strength = "Emission Strength"
pfm_emission_strength_desc = "The strength of the emission."
pfm_enable_flex_controller_limits = "Enable Flex Controller Limits"
pfm_export_animation = "Export animation"
pfm_export_blender_scene = "Export as FBX"
pfm_export_map = "Export map"
pfm_exposure = "Exposure"
pfm_exposure_desc = "Exposure factor"
pfm_film_clip = "Film Clip"
pfm_flex_controller_scale = "Flex Controller Scale"
pfm_gamma_corrected = "Gamma Corrected ({0})"
pfm_generate_ambient_occlusion = "Generate ambient occlusion"
pfm_generate_ambient_occlusion_maps = "Generate ambient occlusion maps"
pfm_getting_started = "Getting started"
pfm_graph_editor = "Graph Editor ({0})"
pfm_ik_rig_editor = "Ik Rig Editor"
pfm_inner_cone_angle = "Inner cone angle"
pfm_light_intensity_factor = "Light intensity factor"
pfm_light_intensity_factor_desc = "The light intensity of all light sources in the scene will be multiplied with this value before rendering."
pfm_load = "Load"
pfm_make_root = "Make Root"
pfm_material_catalog = "Material Catalog"
pfm_material_editor = "Material Editor"
pfm_max_transparency_bounces = "Max transparency bounces"
pfm_max_transparency_bounces_desc = "Maximum number of transparency bounces. Low values may cause black artifacts in scenes with a lot of transparent geometry."
pfm_metalness_desc = "Specifies the metallic quality of the material with 1 = Metal and 0 = Non-metal. For most materials this should be 0 or 1 and nothing inbetween. If no metalness map is specified, this factor will determine the global metalness of the material, otherwise the factor will be multiplied with the metalness map."
pfm_motion_editor = "Motion Editor ({0})"
pfm_number_of_frames_set_to_end_of_clip = "To end of clip"
pfm_number_of_frames_set_to_end_of_session = "To end of session"
pfm_number_of_frames_to_render = "Number of frames to render"
pfm_number_of_frames_to_render_desc = "You can use this setting to render multiple images in sequence. The images will automatically be saved to the specified output directory."
pfm_open_output_dir = "Open Output Folder"
pfm_outer_cone_angle = "Outer cone angle"
pfm_output_directory = "Output Directory"
pfm_output_directory_desc = "The output directory for the rendered images. If no directory is specified, the images will not be saved automatically!"
pfm_pack_project = "Pack project"
pfm_particle_catalog = "Particle Catalog"
pfm_particle_editor = "Particle Editor"
pfm_pp_particle_intensity = "Particle intensity"
pfm_prestage_only = "Prestage only"
pfm_prestage_only_desc = "If enabled, a prepared render job will be created instead of rendering the actual scene. The job-file can be used to render the frame using the external raytracing render tool."
pfm_primary_viewport = "Primary Viewport"
pfm_rebuild_reflection_probes = "Rebuild reflection probes"
pfm_refresh_preview = "Refresh Preview"
pfm_reload_in_dev_mode = "Reload in developer mode"
pfm_remap_slider_range = "Remap Slider Range"
pfm_render = "Render"
pfm_render_engine = "Render Engine"
pfm_render_engine_cycles = "Cycles X"
pfm_render_engine_luxcorerender = "LuxCoreRender"
pfm_render_frame = "Render Frame"
pfm_render_frustum_culling = "Enable camera frustum culling"
pfm_render_frustum_culling_desc = "If enabled, objects outside of the camera view will be ignored for rendering. This can speed up rendering times considerably, but can also result in missing shadows or less accurate lighting in some scenes."
pfm_render_game_objects = "Render game objects"
pfm_render_game_objects_desc = "If disabled, game objects (e.g. map entities) will not be rendered."
pfm_render_image = "Render Image(s)"
pfm_render_mode = "Render Pass"
pfm_render_player = "Render player"
pfm_render_player_desc = "If disabled, the player will not be rendered."
pfm_render_precalc_light = "Pre-calculate Light"
pfm_render_preview = "Render Preview"
pfm_render_progressive = "Progressive"
pfm_render_progressive_refinement = "Progressive Refinement"
pfm_render_pvs_culling = "Enable PVS culling"
pfm_render_pvs_culling_desc = "If enabled, objects outside of the potentially visible set of the camera will be ignored for rendering. This can speed up rendering times considerably, but can also result in missing shadows or less accurate lighting in some scenes."
pfm_render_result = "Render Result"
pfm_render_transparent_sky = "Transparent Sky"
pfm_render_world = "Render World"
pfm_render_world_desc = "If disabled, the world geometry will not be rendered."
pfm_report_a_bug = "Report a bug"
pfm_reset_history = "Reset History"
pfm_resolution = "Resolution"
pfm_resolution_2k = "2K (2048x1080)"
pfm_resolution_4k = "4K (3840x2160)"
pfm_resolution_8k = "8K (7680x4320)"
pfm_resolution_desc = "The resolution for the rendered image. Hold the alt-key and click the entry to enter custom resolutions."
pfm_resolution_full_hd = "Full HD (1920x1080)"
pfm_resolution_hd_ready = "HD Ready (1280x720)"
pfm_resolution_quad_hd = "Quad HD (2560x1440)"
pfm_resolution_vr_oculus_quest = "Oculus Quest (1832x1920)"
pfm_resolution_vr_oculus_rift_s_and_go = "Oculus Rift S / Go (1280x1440)"
pfm_resolution_vr_vive = "Vive (1080x1200)"
pfm_resolution_vr_vive_cosmo = "Vive Cosmo (1440x1700)"
pfm_resolution_vr_vive_pro_and_index = "Vive Pro / Index (1440x1600)"
pfm_roughness_desc = "Specifies the roughness of the material with 1 = rough and 0 = smooth. If no roughness map is specified, this factor will determine the global roughness of the material, otherwise the factor will be multiplied with the roughness map."
pfm_rt_preset_cinematic = "Cinematic"
pfm_rt_preset_standard = "Standard"
pfm_rt_preset_vr = "VR"
pfm_samples_per_pixel = "Samples per Pixel"
pfm_samples_per_pixel_desc = "Increase the sample count to decrease noise and increase the quality of the resulting image (at the cost of longer rendering times). Depending on the scene, values in the range 20 to 200 usually produce good results."
pfm_save_as_hdr = "Save as HDR"
pfm_scene_camera = "Scene Camera"
pfm_secondary_viewport = "Secondary Viewport"
pfm_select_actor = "Select Actor"
pfm_set_to_default = "Set To Default"
pfm_show_bones = "Show Bones"
pfm_show_camera_in_element_viewer = "Show Camera in Element Viewer"
pfm_show_in_element_viewer = "Show in Element Viewer"
pfm_show_in_model_viewer = "Show in Model Viewer"
pfm_sky_override = "Sky Override"
pfm_sky_override_desc = "This setting allows you to override the default sky. For outdoor scenes the choice of sky has an immense impact on the lighting of your scene and therefore should be chosen carefully. The sky texture needs to be an equirectangular image in HDR format."
pfm_sky_strength = "Sky Strength"
pfm_sky_strength_desc = "The strength of the sky determines the light influence it has on the scene."
pfm_sky_yaw_angle = "Sky Yaw Angle"
pfm_sky_yaw_angle_desc = "Changes the yaw rotation of the sky. You can use this setting to change the direction of the light that is being emitted by the sky."
pfm_slider_range_edit_window_title = "Edit Min/Max/Default"
pfm_stereo = "Stereo"
pfm_stop_rendering = "Stop Rendering"
pfm_switch_to_camera = "Switch to {0}"
pfm_switch_to_gameplay = "Switch to gameplay"
pfm_tertiary_viewport = "Tertiary Viewport"
pfm_timeline = "Timeline"
pfm_tone_mapped = "Tone mapped"
pfm_tone_mapping_bias = "Bias"
pfm_tone_mapping_bias_desc = "Bias function parameter"
pfm_tone_mapping_black_point = "Black point"
pfm_tone_mapping_black_point_desc = "Maximal value that is mapped to 0."
pfm_tone_mapping_chromatic_adaptation = "Chromatic adaptation"
pfm_tone_mapping_chromatic_adaptation_desc = "Blend between color channels and luminance."
pfm_tone_mapping_cmax = "Maximum contrast ratio"
pfm_tone_mapping_cmax_desc = "Maximum contrast ratio between on-screen luminances"
pfm_tone_mapping_compression_curve_adjustment_param = "Compression curve adjustment"
pfm_tone_mapping_compression_curve_adjustment_param_desc = "Compression curve adjustment parameter"
pfm_tone_mapping_cross_over_point = "Cross-over point"
pfm_tone_mapping_cross_over_point_desc = "Point where the toe and shoulder are pieced together into a single curve."
pfm_tone_mapping_curve_param = "Rational mapping curve"
pfm_tone_mapping_curve_param_desc = "Rational mapping curve parameter"
pfm_tone_mapping_cutoff = "Cutoff"
pfm_tone_mapping_cutoff_desc = "Transition into compressed blacks."
pfm_tone_mapping_gamma_slope = "Gamma Slope"
pfm_tone_mapping_gamma_slope_desc = "Elevation ratio of the line passing by the origin and tangent to the curve."
pfm_tone_mapping_gamma_start = "Gamma Start"
pfm_tone_mapping_gamma_start_desc = "Abscissa at the point of tangency."
pfm_tone_mapping_intensity_adjustment_param = "Intensity adjustment"
pfm_tone_mapping_intensity_adjustment_param_desc = "Intensity adjustment parameter."
pfm_tone_mapping_ldmax = "Max luminance capability"
pfm_tone_mapping_ldmax_desc = "Maximum luminance capability of the display (cd/m^2)"
pfm_tone_mapping_light_adaptation = "Intensity adjustment"
pfm_tone_mapping_light_adaptation_desc = "Blend between pixel intensity and average scene intensity."
pfm_tone_mapping_shoulder_strength = "Shoulder strength"
pfm_tone_mapping_shoulder_strength_desc = "Amount of blending between a straight-line curve and a purely asymptotic curve for the shoulder."
pfm_tone_mapping_toe_strength = "Toe strength"
pfm_tone_mapping_toe_strength_desc = "Amount of blending between a straight-line curve and a purely asymptotic curve for the toe."
pfm_tone_mapping_white_point = "White point"
pfm_tone_mapping_white_point_desc = "Minimal value that is mapped to 1."
pfm_tutorial_catalog = "Tutorials"
pfm_use_optix = "Use OptiX"
pfm_video_player = "Video-Player"
pfm_viewport_tonemapping = "Tone Mapping"
pfm_viewport_vr_enabled = "Virtual Reality"
pfm_web_browser = "Web Browser"
pfm_web_browser_bookmark_info = "{0} is not affiliated with this software. If you like it, you can help ensure its continued existence by supporting it on Patreon: {1}"
pfm_web_browser_info = "You can use the web-browser below to find and download custom assets. Any models (or other assets) you download will be installed automatically, and can then be found in the \"New\" folder in the {0}model catalog{1}."
pfm_weight_slider_left = "L"
pfm_weight_slider_right = "R"
pfm_work_camera = "Work Camera"