Blender 2.80 Manual
Prise en main
Interface utilisateur
Éditeurs
Scenes & Objects
Modélisation
Sculpting & Painting
Grease Pencil
Animation & Rigging
Physique
Rendering
Composition
Tracking & Masking
Video Editing
Files & Data System
Add-ons
Utilisation avancée
Résolution de problèmes
Glossaire
À propos de ce manuel
Blender 2.80 Manual
Docs
»
Index
Index
Symboles
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
I
|
K
|
L
|
M
|
N
|
O
|
P
|
Q
|
R
|
S
|
T
|
U
|
V
|
W
|
Z
Symboles
3D Mouse
A
Action Safe
Active
Aliasing
Alpha Channel (canal alpha)
Ambient Light (Lumière ambiante)
Ambient Occlusion
Animation
Anti-aliasing
Armature
Axis (Axe)
Axis Angle
B
Baking (précalcul)
Bevel
Bézier
Blend Modes
Bone (Os)
Boolean (booléen)
Bounding Box (boîte d'encombrement)
Bounding Volume Hierarchy
Bump Mapping
BVH
C
Caustics
Child
Chroma
Chromaticities
Chrominance
Clamp
Clamping
Collection
Color Blend Modes
Color Gamut (gamme de couleur)
Color Space (espace de couleurs)
Concave Face (face concave)
Constraint (contrainte)
Convex Face (face convexe)
Coplanar (coplanaire)
Crease
Curve (courbe)
Cyclic (cyclique)
D
Data User
Depth Of Field (Profondeur de champ)
Diffuse Light (lumière diffuse)
Directional Light (lumière directionnelle)
Displacement Mapping
Display Referenced
DOF
Double Buffer (Tampon double)
E
Edge (Arête)
Edge Loop
Edge Ring
Empty
Euler
Euler Rotation
F
F-Curve
Face
Face Loop
Face Normal
Fake User
Field of View
Focal Length (Longueur focale)
Frame Types
G
Gamma
Geometric Center (centre géométrique)
Gimbal
Gimbal Lock
Global Illumination
Global Space
Glossy Map
H
HDRI
Head
High Dynamic Range Image
I
Index Of Refraction (Indice de réfraction)
Interpolation
Inverse Kinematics
IOR
K
Keyframe
Keyframing
L
Lattice
Light Bounces (Bonds de lumière)
Local Space
Luminance
M
Manifold
Mask
MatCap
Matte
Mesh
Micropolygons
MIP
Mip-map
Mip-mapping
MIS
Motion Blur
Multiple Importance Sampling
Multisampling
N
N-gon
NDOF
Non-linear Animation (animation non linéaire)
Non-manifold (non-variété)
Non-uniform Rational Basis Spline
Normal (Normale)
Normal Mapping
NURBS
O
Object (objet)
Object Center (centre de l'objet)
Object Origin (origine de l'objet)
Octahedron
OpenGL
Overscan (agrandissement)
P
Parent
Parenting (parentage)
Particle system (système de particules)
Phong
Pivot Point (point pivot)
Pixel
Pole (pôle)
Pose Mode (mode Pose)
Posing
Premultiplied Alpha
Primaries (primaires)
Primitive
Procedural Texture
Projection
Proxy
Q
Quad
Quadrangle
Quadrilateral
Quaternion Rotation
R
Radiosity (radiosité)
Random Seed
Raytracing (lancer de rayons)
Real User
Refraction (réfraction)
Render (rendu)
RGB (RVB)
Rig
Roll
Roll Angle
Rolling Shutter
Roughness Map
S
Saturation
Scanline
Scene Referenced
Seed
Shading (ombrage)
Smoothing (lissage)
Specular Light (lumière spéculaire)
SSS
Straight Alpha
Subdiv
Subdividing (subdivision)
Subdivision Surface
Subsurface Scattering
T
Tail
Tessellation
Texture
Texture Space
Timecode
Title Safe
Topology
Transforms
Triangle
U
User
UV Map
V
Vertex (sommet)
Vertex Group (groupe de sommets)
Vertices (sommets)
Voxel
W
Walk Cycle
Weight Painting
White Point (point blanc)
World Space
Z
Z-buffer
2.80
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