Blender 2.90 Manual
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Blender 2.90 Manual
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Stichwortverzeichnis
Stichwortverzeichnis
Sonderzeichen
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A
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B
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C
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D
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E
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F
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G
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H
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I
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K
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L
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M
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N
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O
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P
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Q
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R
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S
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T
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U
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V
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W
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Z
Sonderzeichen
3D Mouse
A
Action Safe (Sichere Bereiche)
Active (Aktiv)
Aliasing
Alpha Channel (Alphakanal)
Ambient Light
Ambient Occlusion
Animation
Anti-Aliasing
Armature
Axis (Achse)
Axis Angle
B
Baking (Backen)
Bevel
Bézier
Bit Depth
Blend Modes
Bone (Knochen)
Boolean
Bounding Box (Umgebende Box)
Bounding Volume Hierarchy
Bump Mapping (Relief-Map)
BVH
C
Caustics (Kaustiken)
Child (Kind)
Chroma
Chromaticities
Chrominance
Clamp
Clamping
Collection
Color Blend Modes
Color Gamut
Color Space (Farbraum)
Concave Face
Constraint (Beschränkungen)
Convex Face
Coplanar
Crease (Falte)
Curve (Kurve)
Cyclic
D
Data User
Depth of Field
Diffuse Light
Directional Light (Gerichtetes Licht)
Displacement Mapping (Höhen-Map)
Display Referenced
DOF
Double Buffer
E
Edge Loop
Edge Ring
Elastic
Elasticity
Empty
Euler
Euler Rotation
F
F-Curve
Face (Fläche)
Face Loop
Face Normal (Flächen-Normale)
Fake User
Field of View (Sichtweite)
Fireflies
FK
Focal Length (Brennweite)
Forward Kinematics
Frame Types
G
Gamma
Geometric Center
Gimbal
Gimbal Lock (Aufhängungssperre)
Global Illumination (Globale Beleuchtung)
Global Space (Globaler Raum)
Glossy Map
H
HDRI
Head (Kopfende)
High Dynamic Range Image
I
IK
Index of Refraction
Interpolation
Inverse Kinematics (Inverse Kinematik)
IOR
K
Kante (Egde)
Keyframe
Keyframing
L
Lattice (Gitter)
Light Bounces
Local Space (Lokaler Raum)
Luminance
M
Manifold (Mannigfaltig)
Mask
MatCap
Matte
Mesh
Micropolygons
MIP
Mip-map
Mip-mapping
MIS
Motion Blur (Bewegungsunschärfe)
Multiple Importance Sampling
Multisampling
N
N-gon
NDOF
Non-manifold (Nicht mannigfaltig)
Non-uniform Rational Basis Spline
Nonlinear Animation
Normal (Normale)
Normal Mapping
NURBS
O
Object (Objekt)
Object Center
Object Origin
Octahedron
OpenGL
Overscan
P
Parent (Elternteil)
Parenting
Particle System
Phong
Pivot Point (Drehpunkt)
Pixel
Pole (Pol)
Pose Mode
Posing
Premultiplied Alpha (integrierter Alphakanal)
Primaries
Primitive
Procedural Texture (Erzeugte Textur)
Projection (Projektion)
Proxy
Q
Quad
Quadrangle
Quadrilateral
Quaternion
Quaternion Rotation
R
Radiosity (Radiosität)
Random Seed
Ray Tracing
Real User
Refraction (Lichtbrechung)
Render (Rendern)
RGB
Rig
Roll
Roll Angle
Rolling Shutter
Roughness Map
S
Scanline
Scene Referenced
Seed
Shading
Smoothing
Specular Light
SSS
Straight Alpha (direkter Alphakanal)
Subdiv
Subdividing
Subdivision Surface
Subsurface Scattering
Swing
Swing and Twist
T
Tail (Fußende)
Tessellation
Texture (Textur)
Texture Space
Timecode (Zeitcode)
Title Safe
Topology
Transforms (Transformationen)
Triangle (Dreieck)
U
User
UV Map
V
Vertex
Vertex Group (Vertexgruppe)
Vertices
Voxel
W
Walk Cycle
Weight Painting
White Point
World Space
Z
Z-buffer
2.90
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