ZEMAX_Type下拉菜单中英文对照
3DMAX菜单中英文对照翻译全解
3DMAX菜单中英文对照表一、File〈文件〉New〈新建〉Reset〈重置〉Open〈打开〉Save〈保存〉Save As〈保存为〉Save selected〈保存选择〉XRef Objects〈外部引用物体〉XRef Scenes〈外部引用场景〉Merge〈合并〉Merge Animation〈合并动画动作〉Replace〈替换〉Import〈输入〉Export〈输出〉Export Selected〈选择输出〉Archive〈存档〉Summary Info〈摘要信息〉File Properties〈文件属性〉View Image File〈显示图像文件〉History〈历史〉Exit〈退出〉二、Edit〈菜单〉Undo or Redo〈取消/重做〉Hold and fetch〈保留/引用〉Delete〈删除〉Clone〈克隆〉Select All〈全部选择〉Select None〈空出选择〉Select Invert〈反向选择〉Select By〈参考选择〉Color〈颜色选择〉Name〈名字选择〉Rectangular Region〈矩形选择〉Circular Region〈圆形选择〉Fabce Region〈连点选择〉Lasso Region〈套索选择〉Region:〈区域选择〉Window〈包含〉Crossing〈相交〉Named Selection Sets〈命名选择集〉Object Properties〈物体属性〉三、Tools〈工具〉Transform Type-In〈键盘输入变换〉Display Floater〈视窗显示浮动对话框〉Selection Floater〈选择器浮动对话框〉Light Lister〈灯光列表〉Mirror〈镜像物体〉Array〈阵列〉Align〈对齐〉Snapshot〈快照〉Spacing Tool〈间距分布工具〉Normal Align〈法线对齐〉Align Camera〈相机对齐〉Align to View〈视窗对齐〉Place Highlight〈放置高光〉Isolate Selection〈隔离选择〉Rename Objects〈物体更名〉四、Group〈群组〉Group〈群组〉Ungroup〈撤消群组〉Open〈开放组〉Close〈关闭组〉Attach〈配属〉Detach〈分离〉Explode〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration〈视窗配置〉Grids〈栅格〉Show Home Grid〈显示栅格命令〉Activate Home Grid〈活跃原始栅格命令〉Activate Grid Object〈活跃栅格物体命令〉Activate Grid to View〈栅格及视窗对齐命令〉Viewport Background〈视窗背景〉Update Background Image〈更新背景〉Reset Background Transform〈重置背景变换〉Show Transform Gizmo〈显示变换坐标系〉Show Ghosting〈显示重橡〉Show Key Times〈显示时间键〉Shade Selected〈选择亮显〉Show Dependencies〈显示关联物体〉Match Camera to View〈相机与视窗匹配〉Add Default Lights To Scene〈增加场景缺省灯光〉Redraw All Views〈重画所有视窗〉Activate All Maps〈显示所有贴图〉Deactivate All Maps〈关闭显示所有贴图〉Update During Spinner Drag〈微调时实时显示〉Adaptive Degradation Toggle〈绑定适应消隐〉Expert Mode〈专家模式〉六、Create〈创建〉Standard Primitives〈标准图元〉Box〈立方体〉Cone〈圆锥体〉Sphere〈球体〉GeoSphere〈三角面片球体〉Cylinder〈圆柱体〉Tube〈管状体〉Torus〈圆环体〉Pyramid〈角锥体〉Plane〈平面〉Teapot〈茶壶〉Extended Primitives〈扩展图元〉Hedra〈多面体〉Torus Knot〈环面纽结体〉Chamfer Box〈斜切立方体〉Chamfer Cylinder〈斜切圆柱体〉Oil Tank〈桶状体〉Capsule〈角囊体〉Spindle〈纺锤体〉L-Extrusion〈L形体按钮〉Gengon〈导角棱柱〉C-Extrusion〈C形体按钮〉RingWave〈环状波〉Hose〈软管体〉Prism〈三棱柱〉Shapes〈形状〉Line〈线条〉Text〈文字〉Arc〈弧〉Circle〈圆〉Donut〈圆环〉Ellipse〈椭圆〉Helix〈螺旋线〉NGon〈多边形〉Rectangle〈矩形〉Section〈截面〉Star〈星型〉Lights〈灯光〉Target Spotlight〈目标聚光灯〉Free Spotlight〈自由聚光灯〉Target Directional Light〈目标平行光〉Directional Light〈平行光〉Omni Light〈泛光灯〉Skylight〈天光〉Target Point Light〈目标指向点光源〉Free Point Light〈自由点光源〉Target Area Light〈指向面光源〉IES Sky〈IES天光〉IES Sun〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera〈相机〉Free Camera〈自由相机〉Target Camera〈目标相机〉Particles〈粒子系统〉Blizzard〈暴风雪系统〉PArray〈粒子阵列系统〉PCloud〈粒子云系统〉Snow〈雪花系统〉Spray〈喷溅系统〉Super Spray〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。
zemax 中英文对照
近轴光线(Paraxial Rays);镜头数据(Lens Data);插入或删除面数据 (Inserting and deleting surfaces);输入面注释(Entering surface comments);输入半径数据(Entering radii data);输入厚度(Entering thickness data);输入玻璃数据(Entering glass data);输入半口径数据(Entering semi-diameter);输入二次曲面数据(Entering conic data);输入参数数据 (Entering parameter data);确定光栏面(Defining the stop surface);选择面型(Selecting surface types);各面通光口径的确定(Specifying surface apertures);用户自定义口径和挡光(User defined apertures and obscurations);到达表面和从表面射出的光线的隐藏(Hiding rays to and from surfaces);设置和撤销求解(Setting and removing solves);光圈类型(Aperture Type);入瞳直径(Entrance Pupil Diameter);像空间F/# (Image Space F/#);物空间数值孔径(Object Space Numerical Aperture)物空间边缘光线的数值孔径(nsinθm);通过光栏尺寸浮动(Float by Stop Size);近轴工作F/#(Paraxial Working F/#);物方锥形角(Object Cone Angle);光圈值(Aperture Value);镜头单位(Lens Units);玻璃库(Glass Catalogs);光线定位(Ray Aiming);使用光线定位贮藏器(Use Ray Aiming Cache);加强型光线定位(慢)(Robust Ray Aiming (slow);光瞳漂移:X,Y,Z (Pupil Shift:X,Y,and Z);“视场光瞳偏移比例因子”(Scale pupil shift factors by field); 变迹法(Apodization Type);变迹因子(Apodization Factor);光程差参数(Referece OPD);近轴光线(Paraxial Rays);快速非球面追迹(Fast Asphere Trace);检查梯度折射率元件的口径(Check GRIN Apertures);半口径余量% (Semi Diameter Margin in %);半口径的快速计算法(Fast Semi-Diameters);全局坐标参考面(Global Coordinate Reference Surface);视场(Fields);偏振状态(Polarization State);外形图(Layout);二维外形图(2D Layout);3D外形图(3D Layout);立体模型(Solid Model);光线像差(Ray Aberration); 光程(Optical Path);光瞳像差(Pupil Abberation);离焦(Through Focus);全视场(Full Field);矩阵(Matrix);球差(W040),彗差(W131),像散(W222),匹兹凡场曲(W220P),畸变(W311),轴向色离焦项(W020),轴向色倾斜(W111),弧矢场曲(W220S),平均场曲(W220M),子午场曲(W220T);优化 (Optimization);全局优化(Global Search);锤形优化(Hammer Optimization);消除所有的变量(Remove All Variable);评价函数列表(Merit Function Listing);公差(Tolerancing);公差列表(Tolerance Listing);公差汇总表(Tolerance Summary);镀膜列表(Coating Listing);变换半口径为环形口径(Convert Semi-Diameter to Circular Apertures); 镜头缩放(Scale Lens);生成焦距(Make Focal);快速调焦(Quick Focus)添加折叠反射镜(Add Fold Mirror);幻像发生器(Ghost Focus generator);系统复杂性测试(Performance Test);表面数据(Surface Data);系统数据(System Data);规格数据(Prescription Data);solve type是zemax中用于设定光学系统结构(Curvature、Thinkness、Class、Semi-Diameter、Conic、Parameter)的操作参数,设定正确的solve type是优化光学系统结构的前提。
ZEMAX菜单中英对照表
ZEMAX菜单中英对照表File 文件菜单英文中文Use Session File使用Session文件Sequential Or Mixed Sequential/Non-Sequential Mode序列模式/非序列模式切换Non-Sequential Mode非序列模式Insert Lens插入镜头Preferences属性Editers 编辑菜单Lens Data镜头数据Merit Function优化函数Multi-Configuration多重数据结构Tolerance Data公差数据Extra Data附加数据Non-Sequential Components非序列部件Undo撤销Redo重做System 系统菜单Update更新Update all全部更新General通用配置Fields视场Wavelengths光波长Next Configuration下一重结构Last Configuration最后结构Analysis 分析菜单Layout 草图2D Layout2D草图3D Layout3D草图Wireframe波前图Solid Model实体模型Shaded Model渲染模型ZEMAX Element Drawing ZEMAX格式绘图ISO Element Drawing ISO格式绘图Fans 特性曲线Ray Aberration光线像差Optical Path光路Pupil Aberration入瞳像差Spot Diagrams 点列图Standard标准Through Focus离焦Full Field全视场Matrix矩阵Configuration Matrix配置矩阵MTF (Modulation Transfer Function) 传递函数FFT MTF快速傅立叶变换FFT Through Focus MTF FFT离焦MTFFFT Surface MTF FFT曲面MTFFFT MTF vs. Field FFT MTF与市场FFT MTF Map FFT MTF图表Huygens MTF惠更斯MTFHuygens Through Focus MTF惠更斯离焦MTF Huygens Surface MTF Huygens曲面MTF Geometric MTF几何MTFGeometric Through Focu MTF几何离焦MTF Geometric MTF vs. Field几何MTF与视场Geometric MTF Map几何MTF图表PSF (Point Spread Function) 点扩散函数FFT PSF快速傅立叶变换FFT PSF Cross Section FFT横截面PSFFFT Line/Edge Spread FFT线性/边缘响应Huygens PSF惠更斯PSFHuygens PSF Cross Section惠更斯横截面PSFWavefront 波前Wavefront Map波前图表Interferogram干涉图Foueault Analysis佛科特分析Surface 曲面Surface Sag曲面失高Surface Phase曲面相位RMS 均方根RMS vs. Field RMS与视场RMS vs. Wavelength RMS与波长RMS vs. Focus RMS与焦点Encircled Enegry 能量分布Diffraction衍射Geometric几何Geometric Line/Edge Spread几何线性/边缘响应Extended Source扩展源Illumination 照度Relative Illumination相对照度Vignetting Plot渐晕PlotIllumination XY Scan照度XY ScanIllumination 2D Surface2D 曲面照度Image Analysis 像分析Geometric Image Analysis几何像分析Geometric Bitmap Image Analysis几何Bitmap格式像分析Diffraction Image Analysis衍射像分析Extended Diffraction Image Analysis扩展衍射像分析IMA/BIM File Viewer IMB/BIM格式文件浏览Biocular Analysis 双目分析Field of View观察视场Dipvergence/Convergence双目垂直角差/集中、收敛Miscellaneous 杂项Field Curv/Dist视场场曲/失真Grid Distortion方格失真Footprint Diagram光线痕迹图Longitudinal Aberration纵向像差Lateral Color横向色差Y-Ybar Drawing Y-Ybar图Chromatic Focal Shift焦点色位移System Summary Graphic系统概要图Aberration Coefficients 像差失真系数Seidel Coefficients赛德尔系数Zernike Fringe Coefficients泽尼克边缘系数Zernike Standard Coefficients泽尼克标准系数Zernike Annular Coefficients泽尼克环绕系数Calculations 计算Ray Trace光线追迹Fiber Coupling Efficiency光纤耦合效率YNI Contributions YNI贡献Sag Table面型凹陷表(失高表)Cardinal Points主要参数Glass and Gradient Index 玻璃和梯度折射率Dispersion Diagram散射图表Glass Map玻璃图表Internal Transmission vs. Wavelength内部透过率与波长Grin Profile表面轮廓(剖面)Gradium Profile梯度折射表面轮廓Universal Plot 通用图表New Universal Plot新通用图表Polarization 偏振Polarization Ray Trace偏振光追迹Polarization Pupil Map偏振瞳图表Transmission透过率Phase Aberration相位像差Transmission Fan透过率分布Coatings 镀膜Reflection vs. Angle映像与角度Transmission vs. Angle透过率与角度Absorption vs. Angle吸收与角度Diattenuation vs. Angle衰减与角度Phase vs. Angle相位角与角度Retardance vs. Angle光延迟与角度Reflection vs. Wavelength映像与波长Transmission vs. wavelength透过率与波长Absorption vs. Wavelength吸收与波长Diattenuation vs. Wavelength衰减与波长Phase vs. Wavelength相位角与波长Retardance vs. Wavelength光延迟与波长Physical Optics 物理光学Paraxial Gaussian Beam近轴高斯光束Skew Gaussian Beam倾斜高斯光束Physical Optics Propagation物理光学传播Beam File Viewer光速预览Tools 工具菜单Optimization 优化Optimization优化Global Search全局搜索Hammer Optimization锤形优化Merit Function Listing优化函数列表Remove All Variables移除所有变量Glass Substitution Template玻璃置换模板Tolerancing 公差Tolerancing公差Tolerance Listing公差列表Tolerance Summary公差概要Test Plates 样板Test Plate Fitting套样板Test Plate Lists样板列表Catalogs 目录Glass Catalogs玻璃目录Glass Compare玻璃部件Lens Catalogs镜头目录Coatings 镀膜Edit Coating File编辑镀膜文件Reload Coating File重新载入镀膜文件Add Coating to All Surfaces给所有表面添加膜层参数Coating Listing镀膜列表Scattering 散射ABg Scatter Data Catalogs ABg散射数据目录Scatter Function Viewer散射功能视窗Apertures 光圈Convert Semi-Diameters to Circular Apertures变换口径半径为环形口径Convert Semi-Diameters to Floating Apertures变换口径半径为浮动口径Remove All Apertures移除所有光圈Replace Vignetting With Apertures重新放置渐晕光圈Fold Mirrors 折叠反射镜Add Fold Mirror添加折叠反射镜Delete Fold Mirror删除折叠反射镜Export Data 导出数据Export IGES/STEP/SAT/STL Solid导出IGES/STEP/SAT/STL实体Export IGES Line Work导出IGES Line WorkExport 2D DXF File导出2D DXF文件Miscellaneous 杂项Reverse Elements反向排列零件Tilt/Decenter Elements倾斜/侦测器元素Scale Lens镜头缩放Make Focal生成焦距Quick Focus快速聚焦Ghost Focus Generator幻像发生器Performance Test性能测试Lock All Windows锁定所有窗口Unlock All Windows所有窗口解除锁定Slider滑块Convert to NSC Croup转到NSC组Replicate Object复制项目Create Polygon Object生成多边形项目Reports 报告菜单Surface Data曲面数据System Data系统数据Prescription规则数据Report Graphic 4图解报告4Report Graphic 6图解报告6Macros 宏指令菜单Edit/Run ZPL Macros编辑/运行ZPL宏Refresh Macro List浏览宏列表Extensions 外部扩展菜单Extensions外部扩展指令Refresh Extensions List浏览外部扩展列表Help 帮助菜单About关于Help帮助Tutorial指南Manual操作手册。
3D max 菜单栏中英对照表
New〈新建〉New All〈新建全部〉 Keep Objects〈保留对象〉Keep Objects and Hierarchy〈保留对象和层次〉Reset〈重置〉Open〈打开〉 Open〈打开〉 Open from Vault〈从Vault中打开〉Save〈保存〉Save As〈保存为〉Save As〈另存为〉 Save Copy As〈保存副本为〉Save Selected〈保存选定对象〉 Archive〈归档〉Import〈导入〉 Import〈导入〉 Merge〈合并〉 Replace〈替换〉Export〈导出〉Export〈导出〉 Export Selected〈导出选定对象〉Export to DWF〈导出到DWF〉Send to〈发送到〉Send to Maya〈〉 Send to Softimage〈〉Send to MotionBuilder〈〉 Send to Mudbox〈〉References〈参考〉Inherit Container〈继承容器〉XRef Objects〈外部参照对象〉 XRef Scene〈外部参照场景〉Manage Links〈管理链接〉 Asset Tracking〈资源追踪〉Manage〈管理〉 Set Project Folder〈设置项目文件夹〉Properties〈属性〉 Summary Info〈摘要信息〉 File Properties〈文件属性〉Options〈选项〉Exit 3D MAX〈退出〉Undo or Redo〈撤消/重做〉Hold and fetch〈暂存/取回〉Delete〈删除〉Clone〈克隆〉Move〈移动〉Rotate〈旋转〉Scale〈缩放〉Transform Type-In〈变换输入〉Transform Toolbox〈变换工具框〉Select All〈全选〉Select None〈全部不选〉Select Invert〈反向选择〉Select Similar〈选择类似对象〉Select Instances〈选择实例〉Select By〈选择方式〉Name〈名字〉 Layer〈层〉Color〈颜色〉Selection Region〈选择区域〉Rectangular Region〈矩形选区〉Circular Region〈圆形选区〉Fence Region〈围栏选区〉Lasso Region〈套索选区〉Paint Selection Region〈绘制选择区域〉Window〈窗口〉 Crossing〈交叉〉Manage Selection Sets〈管理选择集〉Object Properties〈对象属性〉Tools〈工具〉Container Explorer〈容器资源管理器〉New Scene Explorer〈新建场景资源管理器〉Manage Scene Explorer〈管理场景资源管理器〉Saved Scene Explorer〈保存的场景资源管理器〉Containers〈容器〉Inherit Container〈继承容器〉Create Container from Selection〈利用所选内容创建容器〉Select Content’s Container〈选择内容容器〉Load Container〈加载容器〉Unload Container〈卸载容器〉Open Container〈打开容器〉Close Container〈关闭容器〉Update Container〈更新容器〉Edit Container〈编辑容器〉Make All Content Unique〈使所有内容唯一〉Override Object Properties〈覆盖对象属性〉Local Content〈本地内容〉Inherited Content〈继承的内容〉Isolate Selection〈孤立当前选择〉End Isolate〈结束隔离〉Display Floater〈显示浮动框〉Manage Layers〈层管理器〉Manage Scene States〈管理场景状态〉Light Lister〈灯光列表〉V-Ray Light Lister〈V-R灯光列表〉Mirror〈镜像〉Array〈阵列〉Align〈对齐〉Align〈对齐〉 Quick Align〈快速对齐〉Spacing Tool〈间隔工具〉 Clone ang Align〈克隆并对齐〉Align to View〈对齐到视图〉 Normal Align〈法线对齐〉Align Camera〈对齐摄像机〉 Place Highlight〈放置高光〉Snapshot〈快照〉Rename Objects〈重命名对象〉Assign Vertex Colors〈指定顶点颜色〉Color Clipboard〈颜色剪贴板〉Perspective Match〈透视匹配〉Viewport Canvas〈视口画布〉Preview – Grab Viewport〈预览–抓取视口〉Create Preview Animation〈创建预览动画〉Capture Still Image〈捕获静止图像〉Play Preview Animation〈播放预览动画〉Save Preview Animation As〈预览动画另存为〉Grids and Snaps〈栅格和捕捉〉Grid and Snap Settings〈栅格和捕捉设置〉Show Home Grid〈显示主栅格〉Activate Home Grid〈激活主栅格〉Activate Grid Object〈激活栅格对象〉Align Grid to view〈对齐栅格到视图〉Snaps Toggle〈捕捉开关〉Angle Snap Toggle〈角度捕捉切换〉Percent Snap Toggle〈百分比捕捉切换〉Enable Axis Constranints in Snaps〈在捕捉中启用轴约束〉Measure Distance〈测量距离〉Channel Info〈通道信息〉Mesh Inspector〈网络检查器〉Activate Mesh Inspector〈激活网格检查器〉Mesh Auto Repair〈网格自动修复〉Group〈群组〉Group〈组〉Ungroup〈解组〉Open〈打开〉Close〈关闭〉Attach〈附加〉Detach〈分离〉Explode〈炸开〉Assembly〈集合〉 Assemble〈集合〉Disassemble〈分解〉OpenCloseAttachDetachExplodeViews〈视图〉Undo View Change〈撤消视图更改〉Redo View change〈重做视图更改〉Viewport Configuration〈视口配置〉Redraw All View〈重画所有视图〉Set Active Viewpor〈设置活动视口〉perspective〈透视〉 Orthographic〈正交〉Front〈前〉Back〈后〉Top〈顶〉 Bottom〈底〉Left〈左〉 Right〈右〉Save Active Perspective View〈保存活动透视试图〉Restore Active Perspective View〈还原活动透视试图〉ViewCubeShow the ViewCube〈显示ViewCube〉Show For Active View〈显示活动视图〉Show For All View〈显示所有视图〉Home〈主栅格〉Orthographic〈正交〉Perspective〈透视〉Set Current View as Home〈将当前视图设置为“主栅格”〉 Set Current View as Front〈将当前视图设置为“前”〉Reset Front〈重置“前”〉Configure〈配置〉Steering WheelsToggle Steering Wheels〈切换Steering Wheels〉View Object Wheel〈视图对象轮子〉Tour Building Wheel〈漫游建筑轮子〉Full Navigation Wheel〈完整导航轮子〉Mini View Object Wheel〈迷你视图对象轮子〉Mini Tour Building Wheel〈迷你漫游建筑轮子〉Mini Full Navigation Wheel〈迷你完整导航轮子〉Configure〈配置〉Create Camera From View〈从视图创建摄像机〉Show Materials in Viewport As〈视口中的材质显示为〉Enable Transparency〈启动透明〉Shaded Materials without Maps〈没有贴图的明暗处理材质〉Shaded Materials with Maps〈有贴图的明暗处理材质〉Realistic Materials without Maps〈没有贴图的真实材质〉Realistic Materials with Maps〈有贴图的真实材质〉Viewport Lighting and Shadows〈视口照明和阴影〉Auto Display Selected Lights〈自动显示选定的灯光〉 Lock Selected Lights〈锁定选定的灯光〉Unlock Selected Lights〈解除锁定选定的灯光〉xViewShow Statistics〈显示统计〉Face Orientation〈面方向〉Overlapping Faces〈重叠面〉Open Edges〈开放边〉Multiple Edges〈多重边〉Isolated Vertices〈孤立顶点〉Overlapping Vertices〈重叠顶点〉T-Vertices〈T-顶点〉Missing UVW Coordinates〈缺少UVW坐标〉Flipped UVW Faces〈UVW翻转面〉Overlapped UVW Faces〈重叠的UVW面〉Select Results〈选择结果〉See-Through〈透明〉Auto Update〈自动更新〉Display On Top〈在顶部显示〉Configure〈配置〉Viewport Background〈视口背景〉Gradient Color〈渐变颜色〉Solid Color〈纯色〉Enviroment Background〈环境背景〉Custom Image File〈自定义图像文件〉Configure Viewport Background〈配置视口背景〉Show Transform Gizmo〈显示变换坐标系〉Show Ghosting〈显示重影〉Show Key Times〈显示关键点时间〉Shade Selected〈明暗处理选定对象〉Show Dependencies〈显示从属关系〉Update During Spinner Drag〈微调时实时显示〉Progressive Display〈渐进式显示〉Expert Mode〈专家模式〉Create〈创建〉Standard Primitives〈标准基本体〉Box〈长方体〉 Cone〈圆锥体〉Sphere〈球体〉 GeoSphere〈几何球体〉Cylinder〈圆柱体〉 Tube〈管状体〉Torus〈圆环〉 Pyramid〈四锥体〉Teapot〈茶壶〉 Plane〈平面〉Extended Primitives〈扩展基本体〉Hedra〈异面体〉 Torus Knot〈环形结〉Chamfer Box〈切角长方体〉 Chamfer Cylinder〈切角圆柱体〉Oil Tank〈油管〉 Capsule〈胶囊〉Spindle〈纺锤〉 L-Extrusion〈L形挤出〉Gengon〈球棱柱〉 C-Extrusion〈C形挤出〉RingWave〈环形波〉 Hose〈软管〉Prism〈棱柱〉AEC Objects〈AEC 对象〉Foliage〈植物〉Railing〈栏杆〉Wall〈墙〉Pivot Door〈枢轴门〉Sliding Door〈推拉门〉BiFold Door〈折叠门〉Straight Stair〈直线楼梯〉 L-Type Stair〈L型楼梯〉Spiral Stair〈螺旋楼梯〉 U-Type Stair〈U型楼梯〉Awning Window〈遮蓬式窗〉Casement Window〈平开窗〉Fixed Window〈固定窗〉Pivoted Window〈旋开窗〉Sliding Window〈推拉窗〉Projected Window〈伸出窗〉Compound〈复合〉Morph<变形>Scatter<散布>Conform<一致>Connect<连接>BlobMesh<水滴网格>ShapeMerge<图形合并>Boolean<布尔>Terrain<地形>Loft<放样>Mesher<网格化>ProBooleanProCutterParticles〈粒子〉Particle Flow Source〈粒子流源〉Spary〈喷射系统〉Snow〈雪花系统〉Super spray〈超级喷射系统〉Blizzard〈暴风雪系统〉PArray〈粒子阵列系统〉PCloud〈粒子云系统〉Patch Grids〈面片栅格〉Quad Patch〈四边形面片〉Tri Patch〈三角形面片〉NURBSCV Surface 〈CV曲面〉 Point Surface 〈点曲面〉Cv Curve 〈CV曲线〉Point Curve 〈点曲线〉Dynamics〈动力学〉Damper 〈阻尼器〉Spring 〈弹簧〉Mental ray mr Proxy〈mr代理〉V-RayV-Ray Proxy〈〉 V-Ray Fur〈〉V-Ray Plane〈〉 V-Ray Sphere〈〉Shapes〈图形〉Line〈线〉 Rectangle〈矩形〉 Circle〈圆〉Ellipse〈椭圆〉 Arc〈弧〉 Donut〈圆环〉NGon〈多边形〉 Star〈星形〉 Text〈文本〉Helix〈螺旋线〉 Egg〈卵形〉 Section〈截面〉Extended shapes〈扩展图形〉Wrectangle〈墙矩形〉Channel 〈通道〉Angle 〈角度〉 Tee 〈T形〉Wind Flange〈宽法兰〉Lights〈灯光〉Photometric lights 〈光度学灯光〉Target Light〈目标光〉Free Light〈自由光〉my Sky Portal〈mr 天空入口〉Standard lights〈标准灯光〉Target Spotlight〈目标聚光灯〉Free Spotlight〈自由聚光灯〉Target Directional〈目标平行光〉Directional〈平行光〉Omni〈泛光灯〉Skylight〈天光〉mr Area spot 〈mr区域聚光灯〉mr Area omni〈mr区域泛光灯〉Add Default Lights to Scene〈添加默认灯光到场景〉V-Ray V-Ray Plane LightV-Ray Dome LightV-Ray Sphere LightV-Ray Mesh LightV-Ray IES LightV-Ray Ambient LightV-Ray SunDaylight system〈日光系统〉Camera〈相机〉Free Camera〈自由相机〉Target Camera〈目标相机〉V-Ray V-Ray Dome CameraV-Ray Physical CameraCreat camera from view <从视窗创建相机>Helpers〈辅助对象〉Dummy〈虚拟对象〉Expose Transform〈露出变换〉Grid〈栅格〉Point〈点〉Container〈容器〉Tape Measure〈卷尺〉Protractor〈量角器〉Compass〈指南针〉Camera Point〈摄像机点〉Delegate〈代理〉Crowd〈群组〉Atmospherics〈大气〉Box Gizmo〈长方体Gizmo〉Cylinder Gizmo〈圆柱体Gizmo〉Sphere Gizmo〈球体Gizmo〉Manipulators〈操纵器〉slider〈滑块〉Plane Angle〈平面角度〉Cone Angle〈圆椎体角度〉Particle Flow〈粒子流〉Speed by Icon〈图标决定速率〉Find Target〈查找目标〉Particle Paint〈粒子绘制〉Birth Texture〈出生纹理〉Initial State〈初始状态〉Group Select〈组选择〉V-Ray V-Ray Light MeterSpaceWarps〈空间扭曲〉Forces〈力〉Motor〈马达〉Push〈推力〉Drag〈助力〉Vortex〈漩涡〉Path Follow〈路径跟随〉PBomb〈粒子爆炸〉Displace〈置换〉Gravity〈重力〉Wind〈风〉Deflectors 〈导向器〉POmniFlect〈泛方向导向板〉SOmniFlect〈泛方向导球〉SDeflector〈导向球〉UOmniFlect〈全泛方向导向〉UDeflector〈全导向器〉DeflectorGeometric/Deformable〈几何/可变形〉FFD(Box) 〈长方体〉FFD(Cyl) 〈圆柱体〉Wave〈波浪〉Ripple〈涟漪〉Displace〈置换〉Conform〈一般〉Bomb〈爆炸〉Modifier-Based〈基于修改器〉Bend〈弯曲〉Noise〈噪波〉Skew〈倾斜〉Taper〈锥化〉Twist〈扭曲〉Stretch〈拉伸〉Particles & Dynamics〈粒子和动力学〉Vector Field〈向量场〉Systems〈系统〉Bones IK Chain〈骨骼 IK 链〉BipedDaylight System〈日光系统〉Modifiers〈修改器〉Selection Modifiers〈选择修改器〉FFD Select〈FFD选择〉Mesh Select〈网格选择修改器〉Patch Select〈面片选择修改器〉Poly Select〈多边形选择修改器〉Select By Channel<按通道选择修改器>Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉Cross Section〈横截面相交修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Edit Patch〈编辑面片修改器〉Edit Spline〈编辑样条线修改器〉Fillet/Chamfer〈圆切/切角修改器〉Lathe〈车削修改器〉Normalize Spline〈规格化样条线修改器〉RenderableSpline Modifier<可渲染样条线修改器>Surface〈表面生成修改器〉Sweep <扫描>Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈网格编辑〉Cap Holes〈补洞编辑器〉Delete Mesh〈删除网格编辑器〉Edit Mesh <编辑网格物体编辑器>Edit Normals〈编辑法线编辑器〉Edit ploy <编辑多边形>Extrude〈挤出编辑器〉Face Extrude〈面挤出编辑器〉MultiRes<多分辨率>Normal Modifider〈法线修改器〉Optimize〈优化编辑器〉ProOptimizer〈专业优化〉Quadify Mesh〈四边形网格化〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈细化编辑器〉Vertex Paint〈顶点绘制编辑器〉Vertex Weld〈顶点焊接编辑器〉Conversion〈转化〉 turn to mesh 〈转化为网格〉turn to patch 〈转化为面片〉turn to ploy 〈转化为多边形〉Animation〈动画编辑器〉Attribute Holder〈属性承载器〉Flex〈柔体编辑器〉Linked XForm〈链接变换编辑器〉Melt〈融化编辑器〉Morpher〈变形编辑器〉Patch Deform〈面片变形编辑器〉Patch Deform (WSM) 〈面片变形(WSM)〉Path Deform〈路径变形编辑器〉Path Deform (WSM) 〈路径变形(WSM)〉Skin〈蒙皮编辑器〉Skin morph〈蒙皮变形〉Skin wrap〈蒙皮包裹〉Skin wrap path〈蒙皮包裹面片〉SplineIK Control 〈样条线IK 控制〉Surf Deform〈曲面变形编辑器〉Surf Deform (WSM)〈曲面变形(WSM)〉Cloth <布料>Cloth〈布料〉Garment maker 〈服装生成器〉Welder〈焊接〉Hair and Fur Hair andFur(WSM)UV Coordinates〈UV坐标〉Camera Map〈摄影机贴图编辑器〉Camera Map (WSM)〈摄影机贴图(WSM)〉MapScaler(WSM) 〈贴图缩放(WSM)〉Projection〈投影〉Unwrap UVW〈UVW展开〉UVW Map〈UVW贴图〉UVW Maping Add 〈UVW贴图添加〉UVW MapingClear 〈UVW贴图清楚〉UVW XForm〈UVW变换〉Cache Tools〈缓存工具〉Point Cache〈点缓存编辑器〉Point Cache (WSM)Subdivision Surfaces〈细分曲面〉HSDS Modifier〈HSDS 修改器〉MeshSmooth〈网格平滑〉TurboSmooth〈涡轮平滑〉Free Form Deformers〈自由变形工具〉FFD 2×2×2FFD 3×3×3FFD 4×4×4FFD Box〈FFD 长方体〉FFD Cylinder〈FFD圆柱体〉Parametric Deformers〈参数化变形器〉Affect Region〈影响区域〉Bend〈弯曲〉Displace〈置换〉Lattice〈晶格〉Mirror〈镜像〉Noise〈噪波〉physiquePush〈推力〉Preserve〈保留〉Relax〈松弛〉Ripple〈涟漪〉Shell〈壳〉Slice〈切片〉Skew〈倾斜〉Stretch〈拉伸〉Spherify〈球形化〉Squeeze〈挤压〉Twist〈扭曲〉Taper〈锥化〉Substitute 〈替换〉XForm〈变换〉Wave〈波浪〉Surface〈曲面〉DispApprox〈置换近似〉Displace Mesh (WSM)〈置换网格(WSM)〉Material〈材质〉Material By Element〈按元素分配材质〉NURBS Editing〈NURBS编辑〉Cameras 〈摄像机〉DispApprox〈置换近似〉Camera Correction〈摄像机校正〉Surf Deform〈曲面变形〉Surface Select〈曲面选择〉V-RayV-Ray Displacement Mod Radiosity〈光能传递修改器〉V-Ray Ornatrix ModSubdivide〈细分〉Subdivide (WSM)Animation〈动画〉Load Animation〈加载动画〉Save Animation〈保存动画〉IK Solvers〈IK 解算器〉HI Solver〈HI 解算器〉HD Solver〈HD解算器〉IK Limb Solver〈IK解算器〉Spline IK Solver〈样条线IK解算器〉Constraints〈约束〉Attachment Constraint〈附着约束〉Surface Constraint〈曲面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈链接约束〉LookAt Constraint〈注视约束〉Orientation Constraint〈方向约束〉Transform Controllers〈变换控制器〉Link Constraint〈链接约束〉Position/Rotation/Scale〈位置/旋转/缩放〉 Script〈脚本〉Position Controllers〈位置控制器〉Audio〈音频〉BezierExpression〈表达式〉Linear〈线性〉Motion Capture〈运动捕捉〉Noise〈噪波〉Quatermion(TCB)〈四元数(TCB)〉Reaction〈反应〉Spring〈弹簧〉Script〈脚本〉XYZ〈XYZ〉Attachment Constraint〈附着约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈曲面约束〉Rotation Controllers〈旋转控制器〉Audio〈音频〉EulerXYZLinear〈线性〉Motion Capture〈运动捕捉〉Noise〈噪波〉Quaternion(TCB)〈四元数(TCB)〉Reaction〈反应〉Script〈脚本〉smooth 〈平滑〉look At Constraint〈注视约束〉Orientation Constraint〈方向约束〉Scale Controllers〈缩放控制器〉Audio〈音频〉BezierExpression〈表达式〉Linear〈线性〉Motion Capture〈运动捕捉〉Noise〈噪波〉Quatermion(TCB)〈四元数(TCB)〉Reaction〈反应〉Script〈脚本〉XYZ〈XYZ〉CAT Capture Animation〈捕捉动画〉Pose Mixer〈姿势混合器〉Apply Max IK〈应用Max IK〉MassFXRigid Bodies〈刚体〉Set Selected as Dynamic Rigid Body〈将选定项设置为动力学刚体〉Set Selected as Kinematic Rigid Body〈将选定项设置为运动学刚体〉Set Selected as Static Rigid Body〈将选定项设置为静态刚体〉Create Dynamic Ragdoll〈创建动力学碎布玩偶〉Create Kinematic Ragdoll〈创建运动学碎布玩偶〉Remove Ragdoll〈移除碎布玩偶〉Cloth〈布料〉 Create mCloth〈创建mCloth〉Remove mCloth〈移除mCloth〉Constraints〈约束〉Create Rigid Constraint〈创建刚体约束〉Create Slide Constraint〈创建滑块约束〉Create Hinge Constraint〈创建转枢约束〉Create Twist Constraint〈创建扭曲约束〉Create Ball-and-Socket Constraint〈创建球和套管约束〉Create Universal Constraint〈创建通用约束〉Simulation〈模拟〉 Play Simulation〈播放〉Step 〈逐帧〉Reset〈重置〉Bake All Objects〈烘焙所有对象〉Bake Selected Objects〈烘焙选定对象〉Unbake All Objects〈撤消烘焙所有对象〉Unbake Selected Objects〈撤消烘焙选定对象〉Utilities〈实用程序〉Show MassFX Tools〈显示MassFX 工具〉Open Dynamics Explorer〈打开动力学资源管理器〉Validate MassFX Scene〈验证MassFX〉Validate MassFX Scene〈导出MassFX〉Capture Current Transforms〈捕获当前变换MassFX〉About MassFX〈关于MassFX〉Parameter Editor 〈参数编辑器〉Parameter Collector 〈参数收集器〉Wire Parameters〈连接参数〉Wire Parameters〈连接参数〉Parameter Wiring Dialog〈参数连线对话框〉Animation Layers〈动画层〉Reaction Manager〈反应管理器〉Bone Tools〈骨骼工具〉Set as Skin Pose〈设为蒙皮姿势〉Assume Skin Pose〈采用蒙皮姿势〉Skin Pose Mode〈蒙皮姿势模式〉Toggle Limits〈切换限制〉Delete Selected Animation〈删除选定动画〉Populate〈填充〉 Populate Tools〈填充工具〉Simulate〈模拟〉Walkthrough Assistant〈穿行助手〉Autodesk Animation Store〈Autodesk 动画商店〉Graph Editors〈图表编辑器〉Track View-Curve Editor〈轨迹视图--曲线编辑器〉Track View-Dope Sheet〈轨迹视图—摄影表〉New Track View〈新建轨迹视图〉Delete Track View〈删除轨迹视图〉Saved Track Views〈保存的轨迹视图〉New Schematic View〈新建图解视图〉Delete Schematic View〈删除图解视图〉Saved Schematic View〈保存的图解视图〉Particle View <粒子视图>Motion mixer〈运动混合器〉Rendering〈渲染〉Render〈渲染〉Render Setup〈渲染设置〉Render Frame Window〈渲染帧窗口〉State Sets〈状态集〉Radiosity〈光能传递〉Light Tracer〈光跟踪器〉Exposure Control〈曝光控制〉Environment〈环境〉Effects〈效果〉Raytracer Settings〈光线跟踪器设置〉Raytracer Global Include/Exclude〈光线跟踪全局包含/排除〉Render To Texture〈渲染到纹理〉Render Surface Map〈渲染曲面贴图〉Material Editor〈材质编辑器〉Compact Material Editor〈精简材质编辑器〉Slate Material Editor〈Slate材质编辑器〉Material/Map Browser〈材质/贴图浏览器〉Material Explorer〈材质资源管理器〉Video Post〈视频后期处理〉View Image File〈查看图像文件〉Panorama Exporter〈全景导出器〉Batch Render〈批处理渲染〉Print Size Assistant〈打印大小助手〉Gamma/LUT Setup〈Gamma/LUT 设置〉Render Message Window〈渲染消息窗口〉Compare Media in RAM Player〈比较RAM播放器中的媒体〉Customize〈自定义〉Customize User Interface〈自定义定制用户界面〉Load Custom UI Scheme〈加载自定义用户界面方案〉Save Custom UI Scheme〈保存自定义用户界面方案〉Revert to Startup Layout〈还原为启动布局〉Lock UI Layout〈锁定UI布局〉Show UI〈显示UI〉Show Command Panel〈显示命令面板〉Shoe Floating Toolbars〈显示浮动工具栏〉Show Main Toolbar〈显示主工具栏〉Show Track Bar〈显示轨迹栏〉Show Ribbon〈显示功能区〉Custom UI and Defaults Switcher 〈自定义UI与默认设置切换器〉Configure User Paths〈配置用户路径〉Configure system Paths〈配置系统路径〉Units Setup〈单位设置〉Plug--in Manager〈插件管理器〉Preferences〈首选项〉MAXScript〈MAX脚本〉New Script〈新建脚本〉Open Script〈打开脚本〉Run Script〈运行脚本〉MAXScript Listener〈MAXScript侦听器〉MAXScript Editor〈MAXScript编辑器〉Macro Recorder〈宏录制器〉Visual MAXScriptEditer〈Visual MAXScript编辑器〉Debugger dialog 〈调试器对话框〉MAXScript Reference〈MAXScript参考〉。
3DMAX菜单中英文翻译对照表
二、Edit〈菜单〉
Undo or Redo〈取消/重做〉
Hold and fetch〈保留/引用〉
Delete〈删除〉
Clone〈克隆〉
Select All〈全部选择〉
Select None〈空出选择〉
Select Invert〈反向选择〉
Select By〈参考选择〉
Color〈颜色选择〉
Object Properties〈物体属性〉
三、Tools〈工具〉
Transform Type-In〈键盘输入变换〉
Display Floater〈视窗显示浮动对话框〉
Selection Floater〈选择器浮动对话框〉
Light Lister〈灯光列表〉
Mirror〈镜像物体〉
Parametric Deformers〈参数变形工具〉
Bend〈弯曲〉
Taper〈锥形化〉
Twist〈扭曲〉
Noise〈噪声〉
Stretch〈缩放〉
Squeeze〈压榨〉
Push〈推挤〉
Relax〈松弛〉
Ripple〈波纹〉
Wave〈波浪〉
Skew〈倾斜〉
Slice〈切片〉
Set Skin Pose〈调整皮肤姿势〉
Assume Skin Pose〈还原姿势〉
Skin Pose Mode〈表面姿势模式〉
九、Animation〈动画〉
IK Solvers〈反向动力学〉
HI Solver〈非历史性控制器〉
HD Solver〈历史性控制器〉
IK Limb Solver〈反向动力学肢体控制器〉
Rename Objects〈物体更名〉
3DMAX菜单中英文对照
Skylight〈天光〉
Target Point Light〈目标指向点光源〉
Free Point Light〈自由点光源〉
Target Area Light〈指向面光源〉
IES Sky〈IES天光〉
IES Sun〈IES阳光〉
SuNLIGHT System and Daylight〈太阳光及日光系统〉
Update Background Image〈更新背景〉
Reset Background Transform〈重置背景变换〉
Show Transform Gizmo〈显示变换坐标系〉
Show Ghosting〈显示重橡〉
Show Key Times〈显示时间键〉
Shade Selected〈选择亮显〉
Radiosity Modifiers〈光能传递修改器〉
Subdivide〈细分〉
* Subdivide〈超级细分〉
八、Character〈角色人物〉
Create Character〈创建角色〉
Destroy Character〈删除角色〉
Lock/Unlock〈锁住与解锁〉
IK Solvers〈反向动力学〉
HI Solver〈非历史性控制器〉
HD Solver〈历史性控制器〉
IK Limb Solver〈反向动力学肢体控制器〉
FFD Select〈自由变形选择修改器〉
NURBS Surface Select〈NURBS表面选择修改器〉
Patch/Spline Editing〈面片/样条线修改器〉:
Edit Patch〈面片修改器〉
Zemax术语中英文对照表
Zemax术语中英文对照表为了方便初级者顺利进入zemax学习,我将部分术语对照后进行翻译,如下:Zemax中英文对照上传Zemax的中英文对照近轴光线(Paraxial Rays);镜头数据(Lens Data);插入或删除面数据(Inserting and deleting surfaces);输入面注释(Entering surface comments);输入半径数据(Entering radii data);输入厚度(Entering thickness data);输入玻璃数据(Entering glass data);输入半口径数据(Entering semi-diameter);输入二次曲面数据(Entering conic data);输入参数数据(Entering parameter data);确定光栏面(Defining the stop surface);选择面型(Selecting surface types);各面通光口径的确定(Specifying surface apertures);用户自定义口径和挡光(User defined apertures and obscurations);到达表面和从表面射出的光线的隐藏(Hiding rays to and from surfaces);设置和撤销求解(Setting and removing solves);光圈类型(Aperture Type);入瞳直径(Entrance Pupil Diameter);像空间F/# (Image Space F/#);物空间数值孔径(Object Space Numerical Aperture)物空间边缘光线的数值孔径(nsinθm); 通过光栏尺寸浮动(Float by Stop Size);近轴工作F/#(Paraxial Working F/#);物方锥形角(Object Cone Angle);光圈值(Aperture V alue);镜头单位(Lens Units);玻璃库(Glass Catalogs);光线定位(Ray Aiming);使用光线定位贮藏器(Use Ray Aiming Cache);加强型光线定位(慢)(Robust Ray Aiming (slow);光瞳漂移:X,Y,Z (Pupil Shift:X,Y,and Z);“视场光瞳偏移比例因子”(Scale pupil shift factors by field);变迹法(Apodization Type);变迹因子(Apodization Factor);光程差参数(Referece OPD);近轴光线(Paraxial Rays);快速非球面追迹(Fast Asphere Trace);检查梯度折射率元件的口径(Check GRIN Apertures);半口径余量% (Semi Diameter Margin in %);半口径的快速计算法(Fast Semi-Diameters);全局坐标参考面(Global Coordinate Reference Surface);视场(Fields);偏振状态(Polarization State);外形图(Layout);二维外形图(2D Layout);3D外形图(3D Layout);立体模型(Solid Model);光线像差(Ray Aberration);光程(Optical Path);光瞳像差(Pupil Abberation);离焦(Through Focus);全视场(Full Field);矩阵(Matrix);球差(W040),彗差(W131),像散(W222),匹兹凡场曲(W220P),畸变(W311),轴向色离焦项(W020),轴向色倾斜(W111),弧矢场曲(W220S),平均场曲(W220M),子午场曲(W220T);优化(Optimization);全局优化(Global Search);锤形优化(Hammer Optimization);消除所有的变量(Remove All Variable);评价函数列表(Merit Function Listing);公差(Tolerancing);公差列表(Tolerance Listing);公差汇总表(Tolerance Summary);镀膜列表(Coating Listing);变换半口径为环形口径(Convert Semi-Diameter to Circular Apertures);镜头缩放(Scale Lens);生成焦距(Make Focal);快速调焦(Quick Focus) ;添加折叠反射镜(Add Fold Mirror);幻像发生器(Ghost Focus generator);系统复杂性测试(Performance Test);表面数据(Surface Data);系统数据(System Data);规格数据(Prescription Data);Boresight erro 视场差。
Zemax操作数(中英文对照)
一阶光学性能1EFFL 透镜单元的有效焦距Effective focal length in lens units2AXCL 透镜单元的轴向色差Axial color, measured in lens units for focal systems and diopters for afocal systems 3LACL 透镜单元的垂轴色差Lateral color4PIMH 规定波长的近轴像高Paraxial image height at the paraxial image surface at the wavelength defined by Wave 5PMAG 近轴放大率Paraxial magnification6AMAG 角放大率Angular magnification7ENPP 透镜单元入瞳位置Entrance pupil position in lens units, with respect to the first surface8EXPP 透镜单元出瞳位置Exit pupil position in lens units, with respect to the image surface9PETZ 透镜单元的PETZVAL 半径Petzval radius of curvature in lens units at the wavelength defined by Wave10PETC 反向透镜单元的PETZVAL 半径Petzval curvature in inverse lens units at the wavelength defined by Wave11LINV 透镜单元的拉格朗日不变量Lagrange (or optical) invariant of system in lens units at the wavelength defined by Wave12WFNO 像空间F/#Working F/#13POWR 指定表面的权重The surface power (in inverse lens units) of the surface defined by Surf at the wavelength defined14EPDI 透镜单元的入瞳直径Entrance pupil diameter in lens units15ISFN 像空间F/# (近轴)Image space F/#16OBSN 物空间数值孔径Object space numerical aperture17EFLX “X”向有效焦距Effective focal length in the local x plane of the range of surfaces defined by Surf1and Surf2 at the18EFLY “Y”向有效焦距Effective focal length in the local y plane of the range of surfaces defined by Surf1and Surf2 at the19SFNO 弧矢有效F/#Sagittal working F/#, computed at the field point defined by Field and the wavelength defined byWave像差1SPHA 在规定面出的波球差分布(0则计算全局)Spherical aberration in waves contributed by the surface defined by Surf at the wavelength defined2COMA 透过面慧差(3阶近轴)Coma in waves contributed by the surface defined by Surf at the wavelength defined by Wave3ASTI 透过面像散(3阶近轴)Astigmatism in waves contributed by the surface defined by Surf at the wavelength defined byWave 4FCUR透过面场曲(3阶近轴)Field curvature in waves contributed by the surface defined by Surf at the wavelength defined byWave 5DIST 透过面波畸变(3阶近轴)ortion” on page 1786DIMX 畸变最大值Distortion maximum 7AXCL 轴像色差(近轴)Axial color, measured in lens units for focal systems and diopters for afocal systems 8LACL垂轴色差Lateral color 9TRAR径像像对于主光线的横向像差Transverse aberration radial direction measured in image space at the wavelength defined by Wave 10TRAX“X”向横向色差Transverse aberration x direction measured in image space at the wavelength defined by Wave 11TRAY“Y”向横向色差Transverse aberration y direction measured in image space at the wavelength defined by Wave 12TRAI规定面上的径像横向像差Transverse aberration radius measured at the surface defined by Surf at the wavelength defined 13TRAC径像像对于质心的横向像差Transverse aberration radial direction measured in image space with respect to the centroid for the 14OPDC主光线光程差Optical path difference with respect to chief ray in waves at the wavelength defined by Wave 15OPDX衍射面心光程差Optical path difference with respect to the mean OPD over the pupil with tilt removed at the 16PETZ 透镜单元的PETZVAL 半径Petzval radius of curvature in lens units at the wavelength defined by Wave 17PETC 反向透镜单元的PETZVAL 半径Petzval curvature in inverse lens units at the wavelength defined by Wave 18RSCH 主光线的RMS 光斑尺寸RMS spot radius with respect to the chief ray in lens units 19RSCE 类RSCH RMS spot radius with respect to the centroid in lens units 20RWCH 主光线的RMS 波前偏差RMS wavefront error with respect to the chief ray in waves 21RWCE 衍射面心的RMS 波前偏差RMS wavefront error with respect to the centroid in waves22ANAR 像差测试Angular aberration radius measured in image space at the wavelength defined by Wave with 23ZERN Zernike 系数Zernike Fringe coefficient 24RSRE 几何像点的RMS 点尺寸(质心参考)RMS spot radius with respect to the centroid in lens units 25RSRH 类同 RSRE (主光线参考)RMS spot radius with respect to the chief ray in lens units 26RWRE 类同 RSRE (波前偏差)RMS wavefront error with respect to the centroid in waves 27TRAD “X”像TRAR 比较The x component of the TRAR only 28TRAE“Y”像TRAR 比较The y component of the TRAR only 29TRCX像面子午像差”X”向(质心基准)Transverse aberration x direction measured in image space with respect to the centroid 30TRCY像面子午像差”Y”向(质心基准)Transverse aberration y direction measured in image space with respect to the centroid 31DISG广义畸变百分数Generalized distortion, either in percent or as an absolute distance 32FCGS弧矢场曲Generalized field curvature, sagittal 33DISC子午场曲Distortion, calibrated 34OPDM限制光程差,类同TRAC Optical path difference with respect to the mean OPD over the pupil at the wavelength defined byWave 35BSER对准偏差Boresight error 36BIOC集中对准Biocular Convergence 37BIOD垂直对准偏差Biocular Dipvergence MTF 数据1MTFT切向调制函数Modulation transfer function, tangential 2MTFS径向调制函数Modulation transfer function, sagittal 3MTFA平均调制函数Diffraction modulation transfer function, average of sagittal and tangential 4MSWT切向方波调制函数Modulation square-wave transfer function, tangential 5MSWS径向方波调制函数Modulation square-wave transfer function, sagittal 6MSWA平均方波调制函数Modulation square-wave transfer function, average of sagittal and tangential 7GMTA几何MTF 切向径向响应Geometric MTF average of sagittal and tangential response 8GMTS 几何MTF 径向响应Geometric MTF sagittal response9GMTT几何MTF切向响应Geometric MTF tangential response衍射能级1DENC衍射包围圆能量Diffraction Encircled Energy (distance) 2DENF衍射能量Diffraction Encircled Energy (fraction) 3GENC几何包围圆能量Geometric Encircled Energy (distance)4XENC Extended source encircled energy (distance)透镜数据约束1TOTR透镜单元的总长Total track (length) of lens in lens units 2CVVA规定面的曲率=目标值Curvature value3CVGT规定面的曲率>目标值Curvature greater than4CVLT规定面的曲率<目标值Curvature less than5CTVA规定面的中心厚度=目标值Center thickness value6CTGT规定面的中心厚度>目标值Center thickness greater than7CTLT规定面的中心厚度<目标值Center thickness less than8ETVA规定面的边缘厚度=目标值Edge thickness value9ETGT规定面的边缘厚度>目标值Edge thickness greater than10ETLT规定面的边缘厚度<目标值Edge thickness less than11COVA圆锥系数=目标值Conic value12COGT圆锥系数>目标值Boundary operand that constrains the conic of the surface defined by Surf to be greater than the13COLT圆锥系数<目标值Boundary operand that constrains the conic of the surface defined by Surf to be less than the14DMVA约束面直径=目标值Diameter value15DMGT约束面直径>目标值Diameter greater than16DMLT约束面直径<目标值Diameter less than17TTHI面厚度统计Sum of thicknesses of surfaces from Surf1 to Surf2 18VOLU元素容量Volume of element(s) in cubic cm19MNCT最小中心厚度Minimum center thickness20MXCT最大中心厚度Maximum center thickness21MNET最小边缘厚度Minimum edge thickness22MXET最大边缘厚度Maximum edge thickness23MNCG最小中心玻璃厚度Minimum center thickness glass 24MXEG最大边缘玻璃厚度Maximum edge thickness glass 25MXCG最大中心玻璃厚度Maximum center thickness glass 26MNCA最小中心空气厚度Minimum center thickness air 27MXCA最大中心空气厚度Maximum center thickness air 28MNEA最小边缘空气厚度Minimum edge thickness air29MXEA最大边缘空气厚度Maximum edge thickness air30ZTHI控制复合结构厚度This operand controls the variation in the total thickness of the range surfaces defined by Surf1 andSurf2 over multiple configurations31SAGX透镜在”XZ”面上的面弧矢The sag in lens units of the surface defined by Surf at X = the semi-diameter, and Y = 032SAGY透镜在”YZ”面上的面弧矢The sag in lens units of the surface defined by Surf at Y = the semi-diameter, and X = 033MNSD最小直径Minimum semi-diameter34MXSD最大直径Maximum semi-diameter35XXET最大边缘厚度Maximum edge thickness for the range of surfaces defined by Surf1 and Surf236XXEA最大空气边缘厚度Maximum edge thickness for the range of air surfaces defined by Surf1 and Surf2 37XXEG最大玻璃边缘厚度Maximum edge thickness for the range of glass surfaces defined by Surf1 and Surf2 38XNET最小边缘厚度Minimum edge thickness for the range of surfaces defined by Surf1 and Surf239XNEA最小边缘空气厚度Minimum edge thickness for the range of air surfaces defined by Surf1 and Surf2 40XNEG最小玻璃边缘厚度Minimum edge thickness for the range of glass surfaces defined by Surf1 and Surf2 41TTGT总结构厚度>目标值Total thickness greater than42TTLT总结构厚度<目标值Total thickness less than43TTVA总结构厚度=目标值Total thickness value44TMAS结构总质量Total mass45MNCV最小曲率Minimum curvature46MXCV最大曲率Maximum curvature47MNDT最小口径与厚度的比率Minimum diameter to thickness ratio48MXDT最大口径与厚度的比率Maximum diameter to thickness ratio参数数据约束1PnVA约束面的第n个控制参数=目标值This operand is obsolete, use PMVA instead 2PnGT约束面的第n个控制参数>目标值This operand is obsolete, use PMGT instead 3PnLT约束面的第n个控制参数<目标值This operand is obsolete, use PMLT instead 附加数据约束1XDVA附加数据值=目标值(1~99)Extra data value2XDGT附加数据值>目标值(1~99)Extra data value greater than3XDLT附加数据值<目标值(1~99)Extra data value less than玻璃数据约束1MNIN最小折射率Minimum index at d-light2MXIN组大折射率Maximum index at d-light3MNAB最小阿贝数Minimum Abbe number4MXAB最大阿贝数Maximum Abbe number5MNPD最小ΔPg-f Minimum6MXPD最大ΔPg-f Maximum7RGLA合理的玻璃Reasonable glass近轴光线数据1PARX指定面近轴X向坐标Paraxial ray x-coordinate in lens units at the surface defined by Surf at the wavelength defined byWave2PARY指定面近轴Y向坐标Paraxial ray y-coordinate in lens units at the surface defined by Surf at the wavelength defined byWave3REAZ指定面近轴Z向坐标Real ray z-coordinate in lens units at the surface defined by Surf at the wavelength defined byWave4REAR指定面实际光线径向坐标Real ray radial coordinate in lens units at the surface defined by Surf at the wavelength defined byWave5REAA指定面实际光线X向余弦Real ray x-direction cosine of the ray after refraction from the surface defined by Surf at the6REAB 指定面实际光线Y 向余弦Real ray y-direction cosine of the ray after refraction from the surface defined bySurf at the7REAC 指定面实际光线Z 向余弦Real ray z-direction cosine of the ray after refraction from the surface defined by Surf at the8RENA 指定面截距处,实际光线同面X 向正交Real ray x-direction surface normal at the ray-surface intercept at the surfaced defined by Surf at9RENB 指定面截距处,实际光线同面Y 向正交Real ray y-direction surface normal at the ray-surface intercept at the surface defined by Surf at10RENC 指定面截距处,实际光线同面Z 向正交Real ray z-direction surface normal at the ray-surface intercept at the surface defined by Surf at11RANG 同Z 轴向相联系的光线弧度角Ray angle in radians with respect to z axis12OPTH 规定光线到面的距离Optical path length13DXDX “X”向光瞳”X”向像差倒数Derivative of transverse x-aberration with respect to x-pupil coordinate14DXDY “Y”向光瞳”X”向像差倒数Derivative of transverse x-aberration with respect to y-pupil coordinate15DYDX “X”向光瞳”Y”向像差倒数Derivative of transverse y-aberration with respect to x-pupil coordinate16DYDY “Y”向光瞳”Y”向像差倒数Derivative of transverse y-aberration with respect to y-pupil coordinate17RETX 实际光线”X”向正交Real ray x-direction ray tangent (slope) at the surface defined by Surf at the wavelength defined byWave18RETY 实际光线”Y”向正交Real ray y-direction ray tangent (slope) at the surface defined by Surf at the wavelength defined byWave19RAGX 全局光线”X”坐标Global ray x-coordinate20RAGY 全局光线”Y”坐标Global ray y-coordinate21RAGZ 全局光线”Z”坐标Global ray z-coordinate22RAGA 全局光线”X”余弦Global ray x-direction cosine23RAGB 全局光线”Y”余弦Global ray y-direction cosine24RAGC 全局光线”Z”余弦Global ray z-direction cosine25RAIN 入射实际光线角Real ray angle of incidence变更系统数据1CONF 结构参数Configuration2PRIM主波长ary wavelength3SVIG设置渐晕系数Sets the vignetting factors for the current configuration一般操作数for all layers1SUMM两个操作数求和0 2OSUM合计两个操作数之间的所有数Sums the values of all operands between the two operands defined by Op#1 and Op#2 3DIFF两个操作数之间的差raction encircled, ensquared, x only, or y only (enslitted) energy defined by Frac 4PROD两个操作数值之间的积Product of two operands (Op#1 X Op#2)5DIVI两个操作数相除Division of first by second operand (Op#1 / Op#2)6SQRT操作数的平方根Square root of the operand defined by Op#7OPGT操作数大于Operand greater than8OPLT操作数小于Operand less than9CONS常数值truction systems used to define an optically fabricated hologram10QSUM所有统计值的平方根Quadratic sum11EQUA等于操作数Equal operand12MINN返回操作数的最小变化范围013MAXX返回操作数的最大变化范围Returns the largest value within the indicated range of operands defined by Op#1 and Op#214ACOS操作数反余弦Arccosine of the value of the operand defined by Op#15ASIN操作数反正弦Arcsine of the value of the operand defined by Op#16ATAN操作数反正切Arctangent of the value of the operand defined by Op# 17COSI操作数余弦Cosine of the value of the operand defined by Op#18SINE操作数正弦Sine of the value of the operand defined by Op#19TANG操作数正切ential EFL use Data = 12ZPL宏指令优化1ZPLM Used for optimizing numerical results computed in ZPL macros 像面控制操作数1RELI像面相对亮度Relative illumination。
ZEMAX中文说明2
目的:将镜头元件或镜头组反向排列。
设置:First Surface 被倒置的镜头组的第一面Last Surface 被倒置的镜头组的最后一面说明:如果系统中包括镜面,坐标转折,或其他非标准面,本功能不能正确工作。
§19 镜头缩放(Scale Lens)目的:用确定的因子缩放整个镜头。
例如,将现有的设计缩放成一个新的焦距时,本功能很有用。
波长不缩放。
缩放镜头功能也可以用来将单位从毫米变为英尺,或其它组合单位类型。
设置:Scale by factor 若选取,则直接输入缩放因子Scale by units 若选取,则镜头用所选单位变换§20 生成焦距(Make Focal)目的:除了所要的焦距是直接输入的,生成焦距与缩放镜头是相同的。
整个镜头被缩放成焦距为给定值的镜头。
§21 快速调焦(Quick Focus)目的:通过调整后截距对光学系统快速调焦。
设置:Size Radial Focus 调焦时使像平面上的点列图的RMS为最佳Spot Size X 调焦时使像平面X 方向上的点列图的RMS为最佳Spot Size Y 调焦时使像平面Y 方向上的点列图的RMS为最佳Wavefront Error 调焦时使像平面波前误差均方根最佳Use Centroid 使所有的计算都以像平面上光线的重心为参照系(而不是以主光线为参照系),本选项的计算很慢,但对于慧差占主导作用的系统是很适合的。
说明:本功能调整像平面前面的厚度。
厚度是依照RMS 像差最小化的原则选择的。
如上表所列有多种不同的RMS计算方法。
最佳调焦位置与标准的选择有关。
RMS用定义的视场,波长和权因子计算整个视场的多色光的平均值。
§22 添加折叠反射镜(Add Fold Mirror)目的:为弯曲光束,包括坐标转折,插入一个转折镜。
设置:Fold surface 选择将成为转折镜的面。
被选择的面是已定位在需要转折的位置的虚拟面。
MAX菜单中英文对照
中英文对照:FILE(文件)EDIT(编辑)Rest(重置)Undo(撤消)Save Selected(保存所选择的对象)Redo(恢复)XRef Objects(外部参考物体)Clone(复制)XRef Scenes(外部参考场景)Delete(删除)Merge(合并)Select All(对象选择)Replace(替换)Select None(取消对象)Import(输入)Select Invert(对象反转)Export(输出)Hold(保存)Archive(压缩存盘)Fetch(取出)View File(观看文件)Select BY(根据..选择)Select By Color(根据颜色..选择)Select By Name(根据名字..选择)Region(区域)Edit Named Selections(编辑已命名被选物) Properties(属性)TOOLS(工具菜单)GROUP(分组菜单)Mirror(镜像)Group(分组)Array(阵列)Open(打开)Align(对齐)Close(关闭)Place Highlight(放置高亮区)Ungroup(解除群组)Align Camera(对齐摄像机)Explode(分解)Scaping Tool(间距修改工具)Detach(分离)Transform Type-In(输入变换坐标)Attach(合并)Display Floater(显示浮动物体)Hide(隐藏)Freeze(冻结)Selection Floater(选择浮动物体)Snapshot(快照复制)Normal Align(法向对齐)Material Editor(材质编辑器)Material/Map Browser(材质/贴图浏览器) VIEWS(视图菜单)Undo(撤消)Redo(重复)Save Active View(保存当前激活的视图状态) Restore Active View(还原当前激活的视图状态) Grids(栅格)Show Home Grid显示主栅格)Activate Home Grid(激活主栅格)Activate Grid Object(激活栅格对象)ALign To View(对齐视图) .Viewport Background(背景图像) .Update Background Transform(更新背景图像) . Rest Background Transform(重设背景转换) . Show Transform Gizmo(显示转换范围框) . Show Ghosting(显示前后帖).Show Key Times(显示轨迹点时间) .Shade selected(阴影选择) .Show Dependencies(显示从属物体) .. Instances(相依物体) ..Reference(参考物体) .Match Camera To View(相机与视图相配) .Add Default Lights To Scene(向场景添加缺省灯光) .Redraw All Views(重画所有的视图).Deactivate All Maps(休眠所有贴图) .Update During Spinner Drag(微调控制项拖动时更新) . Expert Mode(专家模式)Object(物体工具栏)Create(创建命令面板)Compounds(复合工具栏)Modify(修改命令面板)Lighes&Cameras(光线和照相机工具栏)Hierarchy(层级命令面板)Particles(粒子系统工具栏)Motion(运动命令面板)Helpers(帮助物体工具栏)Display(显示命令面板)Space Warps(空间扭曲工具栏)Utilities(实用程序)Modifiers(修改工具栏)Rendering(渲染工具栏)Shapes(二维图形工具栏)Modeling(造型修改工具栏)MODIFIER STACK(编辑修改器堆栈)布尔运算与克隆对象Pin Stack(钉住堆栈状态)Union(并集)Active/Inactive(激活/不激活切换)Subtraction(差集)Show End Result(显示最后结果)Intersection(交集)Make Unipue(使独立)Copy(复制)Remove Modifier(删除编辑修改器)Instance(关联复制)Edit Stack(编辑堆栈对话框)Reference(参考复制)材质编辑器Reglection(反射)Basic Parameters(基本参数)Refraction(折射).Ambient(环境反射)3D Procedural Maps(三维贴图).Diffuse(漫反射)Face-mapped(面贴图)Specular(镜面反射)Extended Parameters(扩展参数)Maps(贴图) .Bitmap(位图) .Checker(棋盘格)复合材质.Gradient(渐变)Double Sided(双面).Adobe Photoshop Plug-In Filter(PS滤镜) Blend(混合).Adove Premiere Video Filter(PM滤镜)Matte/Shoadow() .Cellular(细胞)Multi/Sub-object(多重子物体) .Dent(凹痕)Raytrace(光线追踪) .Noise(干扰)Top/Bottom(项底) .Splat(油彩) .Matrble(大理石).Wood(木纹).Water(水)Time Configuration(时间帧速率) .Falloff(衰减)Frame Rate(帧速率) .Flat Mirror(镜面反射)NTSC(NTSC制式).Mask(罩框)Film(胶片速度) .Mix(混合)PAL(PAL制式).Output(输出)Custom(自定义).Planet(行星).Raytrace(光线跟踪).Reglect/Refrace(反射/折射) . Smoke(烟雾)Create(创建) .Speckle(斑纹)Helpers(帮助物体) .Stucco(泥灰)Dummy(虚拟体).Vertex Color(项点颜色) Forward Kinematics(正向运动) .Composite(合成贴图)Inverse Kinematics(反向运动) .Particle age(粒子寿命).Patticle Mblur(粒子模糊)控制器械的种类二维项点Track View(轨迹视图)Smooth(光滑项点)Assign Controller(指定控制器) Corner(边角项点)Replace Controller(替换控制器)Bezier(Bezier项点) .Linear Controller(直线控制器)Bezier Corner(Bezier角点) .TCB Contriller(TCB控制器)).Contriller(连续) .Path Controller(路径控制器).List Controller(列表控制器).Expression Controller(噪声控制器).Look At(看着)三维造型Deformations(变形控制)Box(盒子)Scale(缩放)Cone(圆锥体)Twist(扭曲)Sphere(球体)Teeter(轴向变形)Geosphere(经纬球)Bevel(倒角)Cylinder(柱体)Fit(适配变形)Tube(管子)Torus(圆环)Pyramid(金字塔)Teapot(茶壶)Plane(平面)参数区卷展栏Shader Basic Parameters(着色基本参数区) .Blinn(宾氏).Anisotropic(各向异性).Metal(金属).Multi-layer(多层式).Phong(方氏).Oren-Nayar-Blinn(表面粗糙的对象) . Strauss(具有简单的光影分界线).Wire(线架结构显示模式).2-Sided(双面材质显示).Face Map(将材质赋予对象所有的面).Faceted(将材质以面的形式赋予对象)Blinn Basic Patameters(宾氏基本参数区) . Diffuse(固有色) .Ambient(阴影色) .Specular(高光色) .Self-Illumination(自发光) .Opacity(不透明度) .Specular Highlights(高光曲线区) ..Specular Level(高光级别) ..Glossiness(光泽度) ..Soften(柔和度)Extended Parameters(扩展参数区).Falloff(衰减).Filer(过滤法).Subtractive(删减法).Additive(递增法).Index of Refraction(折射率) .Wire(线架材质).Reflection Dimming(反射暗淡)SuperSampling(超级样本)Maps(贴图区) .Ambient Color(阴影色贴图).Diffuse Color(固有色贴图).Specular Color(高光色贴图).Glossiness(光泽度贴图).Self-Illmination(自发光贴图).Opacity(不透明贴图) .Filter Color(过滤色贴图).Bump(凹凸贴图).Reflction(反射贴图).Refraction(折射贴图) ..Refract Map/Ray Trace IOR(折射贴图/光线跟踪折射率) .Displacement(置换贴图)Dvnamics Properties(动力学属性区)材质类型Blend(混合材质).Material#1(材质#1).Material#2(材质#2).Mask(遮罩).Interactive(交互).Mix Amount(混合数值).Mixing Curve(混合曲线).Use Curve(使用曲线).Transition Zone(交换区域)Composite(合成材质).Composite Bisic Parameters(合成材质基础参数区) ..Base Material(基本材质) ..Mat.1~Mat.9(材质1~材质9)Double Sided(双面材质).Translucency(半透明)贴图类型 .Facing material(表面材质)Bitmap(位图) .Back Material(背面材质)Cellular(细胞)Matte/Shadow(投影材质)Checker(棋盘格) .Matte(不可见)Composite(合成贴图).Atmosphere(大气)Dent(凹痕贴图) ..Apply Atmosphere(加入大气环境)Falloff(衰减) ..At Background Depth(在背景深度) Flat Mirror(镜面反射) ..At Object Depth(在物体深度)Gradient(渐变).Shadow(阴影)Marble(大理石) ..Receive Shadow(接受阴影)Madk(罩框) ..Shadow Brightness(阴影的亮度) Mix(混合).Reflection(反射)Noise(干扰)Morpher(形态结构贴图)Output(输出)Muti/Sub-Object(多重子物体材质) Partcle Age(粒子寿命).Set Number(设置数目)Perlin Marble(珍珠岩) .Number Of Materials(材质数目)Planet(行星)Raytrace(光线追踪材质)Raytrance(光线跟踪).Shading(明暗)Reflect/Refract(反射/折射) .2-Sided(双面)RGB Multiply(RGB倍增).Face Map(面贴图)RGB Tint(RGB染色) .Wire(线框)Smoke(烟雾).Super Sample(超级样本)Speckle(斑纹).Ambient(阴影色)Splat(油彩).Diffuse(固有色)Stucco(泥灰).Reflect(反射)Thin Wall Refraction(薄壁折射).Luminosity(发光度)Vertex Color(项点颜色).Transparency(透明)Water(水).Index Of Refr(折射率)Wood(木纹).Specular Highlight(反射高光)..Specular Color(高光反射颜色) ..Shininess(反射)..Shiness Strength(反光强度).Environment(环境贴图).Bump(凹凸贴图)Shellac(虫漆材质).Base Material(基础材质).Shellac Material(虫漆材质).Shellac Color Blend(虫漆颜色混合) Standard(标准材质)Top/Bottom(项/底材质) .Top Material(项材质).Bottom Material(底材质).Swap(置换).Coordinates(坐标轴).Blend(融合).Possition(状态)灯光类型摄像机类型Omni(泛光灯)Target(目标).General Parameters(普通参数).Lens(镜头尺寸).Projector Parameters(投射贴图) .FOV(视域范围) .Attenuation Parameters(衰减参数) .Stock Lenses(镜头类型).Shadow Parameters(阴影参数).Show Core(显示视域范围).Shadow Map Params(阴影贴图参数) .Show Horizor(显示地平线)Target Spot(目标聚光灯) .Near Range(最近范围)Free SPot(自由聚光灯).Far Range(最远范围)Target Direct(目标平行光灯) Render Scene(渲染).Rime Output(输出时间)..Single(渲染单帖)..Range(所有帖).Output Size(输出尺寸) Rendering(渲染)/Environment(环境)粒子系统Background(背景)Spray(喷射)Global Lighting(球形照明)Snow(雪)Atmosphere(大气)Blizzard(暴风雪)Combustion(燃烧)PArray(粒子列阵)Volume Light(体光)Pcloud(粒子云)Fog(雾)Super Spray(超级喷射).Standard(标准).Layered(分层) Volume Fog(体雾)。
ZEMAX菜单中英对照表
ZEMAX菜单中英对照表File 文件菜单Editers 编辑菜单System 系统菜单Analysis 分析菜单Layout 草图Fans 特性曲线Spot Diagrams 点列图MTF (Modulation Transfer Function) 传递函数PSF (Point Spread Function) 点扩散函数Wavefront 波前Surface 曲面RMS 均方根Encircled Enegry 能量分布Illumination 照度Image Analysis 像分析Biocular Analysis 双目分析Miscellaneous 杂项Aberration Coefficients 像差失真系数Calculations 计算Glass and Gradient Index 玻璃和梯度折射率Universal Plot 通用图表Polarization 偏振Coatings 镀膜Physical Optics 物理光学Tools 工具菜单Optimization 优化Tolerancing 公差Test Plates 样板Catalogs 目录Coatings 镀膜Scattering 散射Apertures 光圈Fold Mirrors 折叠反射镜Export Data 导出数据Miscellaneous 杂项Reports 报告菜单Macros 宏指令菜单Extensions 外部扩展菜单Help 帮助菜单ZEMAX词汇表缩写鉴别转换功效Modulation Transfer Function光点图(spot diagrams)光扇图(ray fan)光程差图光学调制传递函数(modulation transfer function,MTF)点扩散函数(point spread function,PSF) 图包围圆(encircled)包围矩形(ensquared) 的能量信息、像差计算( 塞德(Seidel)泽尼克(Zernike) )、理想或偏斜(skew) 高斯光束参数计算、极化描光波前传播工具。
3dmax菜单栏中英对照表
File〈文件〉New〈新建〉New All〈新建全部〉 Keep Objects〈保留对象〉Keep Objects and Hierarchy〈保留对象和层次〉Reset〈重置〉Open〈打开〉 Open〈打开〉 Open from Vault〈从Vault中打开〉Save〈保存〉Save As〈保存为〉Save As〈另存为〉 Save Copy As〈保存副本为〉Save Selected〈保存选定对象〉 Archive〈归档〉Import〈导入〉 Import〈导入〉 Merge〈合并〉 Replace〈替换〉Export〈导出〉Export〈导出〉 Export Selected〈导出选定对象〉Export to DWF〈导出到DWF〉Send to〈发送到〉Send to Maya〈〉 Send to Softimage〈〉Send to MotionBuilder〈〉 Send to Mudbox〈〉References〈参考〉Inherit Container〈继承容器〉XRef Objects〈外部参照对象〉 XRef Scene〈外部参照场景〉Manage Links〈管理链接〉 Asset Tracking〈资源追踪〉Manage〈管理〉 Set Project Folder〈设置项目文件夹〉Properties〈属性〉 Summary Info〈摘要信息〉 File Properties 〈文件属性〉Options〈选项〉Exit 3D MAX〈退出〉Edit〈编辑〉Undo or Redo〈撤消/重做〉Hold and fetch〈暂存/取回〉Delete〈删除〉Clone〈克隆〉Move〈移动〉Rotate〈旋转〉Scale〈缩放〉Transform Type-In〈变换输入〉Transform Toolbox〈变换工具框〉Select All〈全选〉Select None〈全部不选〉Select Invert〈反向选择〉Select Similar〈选择类似对象〉Select Instances〈选择实例〉Select By〈选择方式〉Name〈名字〉 Layer〈层〉Color〈颜色〉Selection Region〈选择区域〉Rectangular Region〈矩形选区〉Circular Region〈圆形选区〉Fence Region〈围栏选区〉Lasso Region〈套索选区〉Paint Selection Region〈绘制选择区域〉 Window〈窗口〉 Crossing〈交叉〉Manage Selection Sets〈管理选择集〉Object Properties〈对象属性〉Tools〈工具〉Container Explorer〈容器资源管理器〉New Scene Explorer〈新建场景资源管理器〉Manage Scene Explorer〈管理场景资源管理器〉Saved Scene Explorer〈保存的场景资源管理器〉Containers〈容器〉Inherit Container〈继承容器〉Create Container from Selection〈利用所选内容创建容器〉 Select Content’s Container〈选择内容容器〉Load Container〈加载容器〉Unload Container〈卸载容器〉Open Container〈打开容器〉Close Container〈关闭容器〉Update Container〈更新容器〉Edit Container〈编辑容器〉Make All Content Unique〈使所有内容唯一〉 Override Object Properties〈覆盖对象属性〉 Local Content〈本地内容〉Inherited Content〈继承的内容〉Isolate Selection〈孤立当前选择〉End Isolate〈结束隔离〉Display Floater〈显示浮动框〉Manage Layers〈层管理器〉Manage Scene States〈管理场景状态〉Light Lister〈灯光列表〉V-Ray Light Lister〈V-R灯光列表〉Mirror〈镜像〉Array〈阵列〉Align〈对齐〉Align〈对齐〉 Quick Align〈快速对齐〉Spacing Tool〈间隔工具〉 Clone ang Align〈克隆并对齐〉 Align to View〈对齐到视图〉 Normal Align〈法线对齐〉Align Camera〈对齐摄像机〉 Place Highlight〈放置高光〉Snapshot〈快照〉Rename Objects〈重命名对象〉Assign Vertex Colors〈指定顶点颜色〉Color Clipboard〈颜色剪贴板〉Perspective Match〈透视匹配〉Viewport Canvas〈视口画布〉Preview – Grab Viewport〈预览–抓取视口〉Create Preview Animation〈创建预览动画〉Capture Still Image〈捕获静止图像〉Play Preview Animation〈播放预览动画〉Save Preview Animation As〈预览动画另存为〉Grids and Snaps〈栅格和捕捉〉Grid and Snap Settings〈栅格和捕捉设置〉Show Home Grid〈显示主栅格〉Activate Home Grid〈激活主栅格〉Activate Grid Object〈激活栅格对象〉Align Grid to view〈对齐栅格到视图〉Snaps Toggle〈捕捉开关〉Angle Snap Toggle〈角度捕捉切换〉Percent Snap Toggle〈百分比捕捉切换〉Enable Axis Constranints in Snaps〈在捕捉中启用轴约束〉Measure Distance〈测量距离〉Channel Info〈通道信息〉Mesh Inspector〈网络检查器〉Activate Mesh Inspector〈激活网格检查器〉Mesh Auto Repair〈网格自动修复〉Group〈群组〉Group〈组〉Ungroup〈解组〉Open〈打开〉Close〈关闭〉Attach〈附加〉Detach〈分离〉Explode〈炸开〉Assembly〈集合〉 Assemble〈集合〉Disassemble〈分解〉 OpenCloseAttachDetachExplodeViews〈视图〉Undo View Change〈撤消视图更改〉Redo View change〈重做视图更改〉Viewport Configuration〈视口配置〉Redraw All View〈重画所有视图〉Set Active Viewpor〈设置活动视口〉perspective〈透视〉 Orthographic〈正交〉Front〈前〉 Back〈后〉Top〈顶〉 Bottom〈底〉Left〈左〉 Right〈右〉Save Active Perspective View〈保存活动透视试图〉Restore Active Perspective View〈还原活动透视试图〉ViewCubeShow the ViewCube〈显示ViewCube〉Show For Active View〈显示活动视图〉Show For All View〈显示所有视图〉Home〈主栅格〉Orthographic〈正交〉Perspective〈透视〉Set Current View as Home〈将当前视图设置为“主栅格”〉 Set Current View as Front〈将当前视图设置为“前”〉Reset Front〈重置“前”〉Configure〈配置〉Steering WheelsToggle Steering Wheels〈切换Steering Wheels〉View Object Wheel〈视图对象轮子〉Tour Building Wheel〈漫游建筑轮子〉Full Navigation Wheel〈完整导航轮子〉Mini View Object Wheel〈迷你视图对象轮子〉Mini Tour Building Wheel〈迷你漫游建筑轮子〉Mini Full Navigation Wheel〈迷你完整导航轮子〉Configure〈配置〉Create Camera From View〈从视图创建摄像机〉Show Materials in Viewport As〈视口中的材质显示为〉Enable Transparency〈启动透明〉Shaded Materials without Maps〈没有贴图的明暗处理材质〉 Shaded Materials with Maps〈有贴图的明暗处理材质〉Realistic Materials without Maps〈没有贴图的真实材质〉Realistic Materials with Maps〈有贴图的真实材质〉Viewport Lighting and Shadows〈视口照明和阴影〉Auto Display Selected Lights〈自动显示选定的灯光〉Lock Selected Lights〈锁定选定的灯光〉Unlock Selected Lights〈解除锁定选定的灯光〉xViewShow Statistics〈显示统计〉Face Orientation〈面方向〉Overlapping Faces〈重叠面〉Open Edges〈开放边〉Multiple Edges〈多重边〉Isolated Vertices〈孤立顶点〉Overlapping Vertices〈重叠顶点〉T-Vertices〈T-顶点〉Missing UVW Coordinates〈缺少UVW坐标〉 Flipped UVW Faces〈UVW翻转面〉Overlapped UVW Faces〈重叠的UVW面〉Select Results〈选择结果〉See-Through〈透明〉Auto Update〈自动更新〉Display On Top〈在顶部显示〉Configure〈配置〉Viewport Background〈视口背景〉Gradient Color〈渐变颜色〉Solid Color〈纯色〉Enviroment Background〈环境背景〉Custom Image File〈自定义图像文件〉Configure Viewport Background〈配置视口背景〉Show Transform Gizmo〈显示变换坐标系〉Show Ghosting〈显示重影〉Show Key Times〈显示关键点时间〉Shade Selected〈明暗处理选定对象〉Show Dependencies〈显示从属关系〉Update During Spinner Drag〈微调时实时显示〉Progressive Display〈渐进式显示〉Expert Mode〈专家模式〉Create〈创建〉Standard Primitives〈标准基本体〉Box〈长方体〉 Cone〈圆锥体〉Sphere〈球体〉 GeoSphere〈几何球体〉Cylinder〈圆柱体〉 Tube〈管状体〉Torus〈圆环〉 Pyramid〈四锥体〉Teapot〈茶壶〉 Plane〈平面〉Extended Primitives〈扩展基本体〉Hedra〈异面体〉 Torus Knot〈环形结〉Chamfer Box〈切角长方体〉 Chamfer Cylinder〈切角圆柱体〉Oil Tank〈油管〉 Capsule〈胶囊〉Spindle〈纺锤〉 L-Extrusion〈L形挤出〉Gengon〈球棱柱〉 C-Extrusion〈C形挤出〉RingWave〈环形波〉 Hose〈软管〉Prism〈棱柱〉AEC Objects〈AEC 对象〉Foliage〈植物〉 Railing〈栏杆〉Wall〈墙〉Pivot Door〈枢轴门〉 Sliding Door〈推拉门〉 BiFold Door〈折叠门〉Straight Stair〈直线楼梯〉 L-Type Stair〈L型楼梯〉Spiral Stair〈螺旋楼梯〉 U-Type Stair〈U型楼梯〉Awning Window〈遮蓬式窗〉 Casement Window〈平开窗〉 Fixed Window〈固定窗〉 Pivoted Window〈旋开窗〉 Sliding Window〈推拉窗〉 Projected Window〈伸出窗〉Compound〈复合〉Morph<变形> Scatter<散布>Conform<一致> Connect<连接>BlobMesh<水滴网格> ShapeMerge<图形合并>Boolean<布尔> Terrain<地形>Loft<放样> Mesher<网格化>ProBoolean ProCutterParticles〈粒子〉Particle Flow Source〈粒子流源〉 Spary〈喷射系统〉Snow〈雪花系统〉 Super spray〈超级喷射系统〉Blizzard〈暴风雪系统〉 PArray〈粒子阵列系统〉PCloud〈粒子云系统〉Patch Grids〈面片栅格〉Quad Patch〈四边形面片〉Tri Patch〈三角形面片〉NURBSCV Surface 〈CV曲面〉 Point Surface 〈点曲面〉Cv Curve 〈CV曲线〉 Point Curve 〈点曲线〉Dynamics〈动力学〉Damper 〈阻尼器〉 Spring 〈弹簧〉Mental ray mr Proxy〈mr代理〉V-RayV-Ray Proxy〈〉 V-Ray Fur〈〉V-Ray Plane〈〉 V-Ray Sphere〈〉Shapes〈图形〉Line〈线〉 Rectangle〈矩形〉 Circle〈圆〉Ellipse〈椭圆〉 Arc〈弧〉 Donut〈圆环〉NGon〈多边形〉 Star〈星形〉 Text〈文本〉Helix〈螺旋线〉 Egg〈卵形〉 Section〈截面〉Extended shapes〈扩展图形〉Wrectangle〈墙矩形〉 Channel 〈通道〉Angle 〈角度〉 Tee 〈T形〉Wind Flange〈宽法兰〉Lights〈灯光〉 Photometric lights 〈光度学灯光〉Target Light〈目标光〉Free Light〈自由光〉my Sky Portal〈mr 天空入口〉Standard lights〈标准灯光〉Target Spotlight〈目标聚光灯〉Free Spotlight〈自由聚光灯〉Target Directional〈目标平行光〉Directional〈平行光〉Omni〈泛光灯〉Skylight〈天光〉mr Area spot 〈mr区域聚光灯〉mr Area omni 〈mr区域泛光灯〉Add Default Lights to Scene〈添加默认灯光到场景〉V-Ray V-Ray Plane LightV-Ray Dome LightV-Ray Sphere LightV-Ray Mesh LightV-Ray IES LightV-Ray Ambient LightV-Ray SunDaylight system〈日光系统〉Camera〈相机〉Free Camera〈自由相机〉Target Camera〈目标相机〉V-Ray V-Ray Dome CameraV-Ray Physical CameraCreat camera from view <从视窗创建相机> Helpers〈辅助对象〉Dummy〈虚拟对象〉Expose Transform〈露出变换〉Grid〈栅格〉Point〈点〉Container〈容器〉Tape Measure〈卷尺〉Protractor〈量角器〉Compass〈指南针〉Camera Point〈摄像机点〉Delegate〈代理〉Crowd〈群组〉Atmospherics〈大气〉Box Gizmo〈长方体Gizmo〉Cylinder Gizmo 〈圆柱体Gizmo〉Sphere Gizmo〈球体Gizmo〉Manipulators〈操纵器〉slider〈滑块〉Plane Angle 〈平面角度〉Cone Angle〈圆椎体角度〉Particle Flow〈粒子流〉Speed by Icon〈图标决定速率〉Find Target〈查找目标〉Particle Paint 〈粒子绘制〉Birth Texture 〈出生纹理〉Initial State 〈初始状态〉Group Select 〈组选择〉V-Ray V-Ray Light Meter SpaceWarps〈空间扭曲〉 Forces〈力〉Motor〈马达〉Push〈推力〉Drag〈助力〉Vortex〈漩涡〉Path Follow〈路径跟随〉 PBomb〈粒子爆炸〉Displace〈置换〉Gravity〈重力〉Wind〈风〉Deflectors 〈导向器〉 POmniFlect〈泛方向导向板〉SO mniFlect〈泛方向导球〉SD eflector〈导向球〉UO mniFlect〈全泛方向导向〉UD eflector〈全导向器〉DeflectorGeometric/Deformable〈几何/可变形〉FFD(Box) 〈长方体〉FFD(Cyl) 〈圆柱体〉Wave〈波浪〉Ripple〈涟漪〉 Displace〈置换〉Conform〈一般〉 Bomb〈爆炸〉Modifier-Based〈基于修改器〉Bend〈弯曲〉Noise〈噪波〉Skew〈倾斜〉Taper〈锥化〉Twist〈扭曲〉Stretch〈拉伸〉Particles & Dynamics〈粒子和动力学〉Vector Field〈向量场〉Systems〈系统〉 Bones IK Chain〈骨骼 IK 链〉BipedDaylight System〈日光系统〉Modifiers〈修改器〉Selection Modifiers〈选择修改器〉 FFD Select〈FFD选择〉Mesh Select〈网格选择修改器〉Patch Select〈面片选择修改器〉Poly Select〈多边形选择修改器〉Select By Channel<按通道选择修改器>Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉 Cross Section〈横截面相交修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Edit Patch〈编辑面片修改器〉Edit Spline〈编辑样条线修改器〉Fillet/Chamfer〈圆切/切角修改器〉Lathe〈车削修改器〉Normalize Spline〈规格化样条线修改器〉Renderable Spline Modifier<可渲染样条线修改器>Surface〈表面生成修改器〉 Sweep <扫描>Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈网格编辑〉 Cap Holes〈补洞编辑器〉Delete Mesh〈删除网格编辑器〉Edit Mesh <编辑网格物体编辑器>Edit Normals〈编辑法线编辑器〉Edit ploy <编辑多边形>Extrude〈挤出编辑器〉Face Extrude〈面挤出编辑器〉MultiRes <多分辨率>Normal Modifider〈法线修改器〉Optimize〈优化编辑器〉ProOptimizer〈专业优化〉Quadify Mesh〈四边形网格化〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈细化编辑器〉Vertex Paint〈顶点绘制编辑器〉Vertex Weld〈顶点焊接编辑器〉Conversion〈转化〉 turn to mesh 〈转化为网格〉turn to patch 〈转化为面片〉turn to ploy 〈转化为多边形〉Animation〈动画编辑器〉 Attribute Holder〈属性承载器〉Flex〈柔体编辑器〉Linked XForm〈链接变换编辑器〉Melt〈融化编辑器〉Morpher〈变形编辑器〉Patch Deform〈面片变形编辑器〉Patch Deform (WSM) 〈面片变形(WSM)〉 Path Deform〈路径变形编辑器〉Path Deform (WSM) 〈路径变形(WSM)〉 Skin〈蒙皮编辑器〉Skin morph〈蒙皮变形〉Skin wrap〈蒙皮包裹〉Skin wrap path〈蒙皮包裹面片〉Spline IK Control 〈样条线IK 控制〉 Surf Deform〈曲面变形编辑器〉Surf Deform (WSM)〈曲面变形(WSM)〉Cloth <布料> Cloth〈布料〉Garment maker 〈服装生成器〉Welder〈焊接〉Hair and Fur Hair andFur(WSM)UV Coordinates〈UV坐标〉 Camera Map〈摄影机贴图编辑器〉Camera Map (WSM)〈摄影机贴图(WSM)〉 MapScaler(WSM) 〈贴图缩放(WSM)〉Projection〈投影〉Unwrap UVW〈UVW展开〉UVW Map〈UVW贴图〉UVW Maping Add 〈UVW贴图添加〉UVW Maping Clear 〈UVW贴图清楚〉UVW XForm〈UVW变换〉Cache Tools〈缓存工具〉Point Cache〈点缓存编辑器〉Point Cache (WSM)Subdivision Surfaces〈细分曲面〉HSDS Modifier〈HSDS 修改器〉MeshSmooth〈网格平滑〉TurboSmooth 〈涡轮平滑〉Free Form Deformers〈自由变形工具〉FFD 2×2×2FFD 3×3×3FFD 4×4×4FFD Box〈FFD 长方体〉FFD Cylinder〈FFD圆柱体〉Parametric Deformers〈参数化变形器〉Affect Region〈影响区域〉 Bend〈弯曲〉Displace〈置换〉Lattice〈晶格〉Mirror〈镜像〉Noise〈噪波〉physiquePush〈推力〉Preserve〈保留〉Relax〈松弛〉Ripple〈涟漪〉Shell〈壳〉Slice〈切片〉Skew〈倾斜〉Stretch〈拉伸〉Spherify〈球形化〉 Squeeze〈挤压〉Twist〈扭曲〉Taper〈锥化〉Substitute 〈替换〉 XForm〈变换〉Wave〈波浪〉Surface〈曲面〉 Disp Approx〈置换近似〉Displace Mesh (WSM)〈置换网格(WSM)〉Material〈材质〉Material By Element〈按元素分配材质〉NURBS Editing〈NURBS 编辑〉 Cameras 〈摄像机〉Disp Approx〈置换近似〉 Camera Correction〈摄像机校正〉Surf Deform〈曲面变形〉Surface Select〈曲面选择〉V-RayV-Ray Displacement ModRadiosity〈光能传递修改器〉 V-Ray Ornatrix ModSubdivide〈细分〉Subdivide (WSM)Animation〈动画〉Load Animation〈加载动画〉Save Animation〈保存动画〉IK Solvers〈IK 解算器〉HI Solver〈HI 解算器〉HD Solver〈HD解算器〉IK Limb Solver〈IK解算器〉Spline IK Solver〈样条线IK解算器〉Constraints〈约束〉Attachment Constraint〈附着约束〉Surface Constraint〈曲面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈链接约束〉LookAt Constraint〈注视约束〉Orientation Constraint〈方向约束〉Transform Controllers〈变换控制器〉Link Constraint〈链接约束〉Position/Rotation/Scale〈位置/旋转/缩放〉 Script〈脚本〉Position Controllers〈位置控制器〉Audio〈音频〉BezierExpression〈表达式〉Linear〈线性〉Motion Capture〈运动捕捉〉Noise〈噪波〉Quatermion(TCB)〈四元数(TCB)〉Reaction〈反应〉Spring〈弹簧〉Script〈脚本〉XYZ〈X Y Z〉Attachment Constraint〈附着约束〉 Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈曲面约束〉Rotation Controllers〈旋转控制器〉Audio〈音频〉Euler XYZLinear〈线性〉Motion Capture〈运动捕捉〉Noise〈噪波〉Quaternion(TCB)〈四元数(TCB)〉Reaction〈反应〉Script〈脚本〉smooth 〈平滑〉look At Constraint〈注视约束〉Orientation Constraint〈方向约束〉Scale Controllers〈缩放控制器〉Audio〈音频〉BezierExpression〈表达式〉Linear〈线性〉Motion Capture〈运动捕捉〉Noise〈噪波〉Quatermion(TCB)〈四元数(TCB)〉Reaction〈反应〉Script〈脚本〉XYZ〈X Y Z〉CAT Capture Animation〈捕捉动画〉Pose Mixer〈姿势混合器〉Apply Max IK〈应用Max IK〉MassFX Rigid Bodies〈刚体〉Set Selected as Dynamic Rigid Body〈将选定项设置为动力学刚体〉Set Selected as Kinematic Rigid Body〈将选定项设置为运动学刚体〉Set Selected as Static Rigid Body〈将选定项设置为静态刚体〉Create Dynamic Ragdoll〈创建动力学碎布玩偶〉Create Kinematic Ragdoll〈创建运动学碎布玩偶〉Remove Ragdoll〈移除碎布玩偶〉Cloth〈布料〉 Create mCloth〈创建mCloth〉Remove mCloth〈移除mCloth〉Constraints〈约束〉Create Rigid Constraint〈创建刚体约束〉Create Slide Constraint〈创建滑块约束〉Create Hinge Constraint〈创建转枢约束〉Create Twist Constraint〈创建扭曲约束〉Create Ball-and-Socket Constraint〈创建球和套管约束〉Create Universal Constraint〈创建通用约束〉Simulation〈模拟〉 Play Simulation〈播放〉Step 〈逐帧〉Reset〈重置〉Bake All Objects〈烘焙所有对象〉Bake Selected Objects〈烘焙选定对象〉Unbake All Objects〈撤消烘焙所有对象〉Unbake Selected Objects〈撤消烘焙选定对象〉Utilities〈实用程序〉 Show MassFX Tools〈显示MassFX 工具〉Open Dynamics Explorer〈打开动力学资源管理器〉Validate MassFX Scene〈验证MassFX〉Validate MassFX Scene〈导出MassFX〉Capture Current Transforms〈捕获当前变换MassFX〉About MassFX〈关于MassFX〉Parameter Editor 〈参数编辑器〉Parameter Collector 〈参数收集器〉Wire Parameters〈连接参数〉Wire Parameters〈连接参数〉Parameter Wiring Dialog〈参数连线对话框〉Animation Layers〈动画层〉Reaction Manager〈反应管理器〉Bone Tools〈骨骼工具〉Set as Skin Pose〈设为蒙皮姿势〉Assume Skin Pose〈采用蒙皮姿势〉Skin Pose Mode〈蒙皮姿势模式〉Toggle Limits〈切换限制〉Delete Selected Animation〈删除选定动画〉Populate〈填充〉 Populate Tools〈填充工具〉 Simulate〈模拟〉Walkthrough Assistant〈穿行助手〉Autodesk Animation Store〈Autodesk 动画商店〉Graph Editors〈图表编辑器〉Track View-Curve Editor〈轨迹视图--曲线编辑器〉Track View-Dope Sheet〈轨迹视图—摄影表〉New Track View〈新建轨迹视图〉Delete Track View〈删除轨迹视图〉Saved Track Views〈保存的轨迹视图〉New Schematic View〈新建图解视图〉Delete Schematic View〈删除图解视图〉Saved Schematic View〈保存的图解视图〉Particle View <粒子视图>Motion mixer〈运动混合器〉Rendering〈渲染〉Render〈渲染〉Render Setup〈渲染设置〉Render Frame Window〈渲染帧窗口〉State Sets〈状态集〉Radiosity〈光能传递〉Light Tracer〈光跟踪器〉Exposure Control〈曝光控制〉Environment〈环境〉Effects〈效果〉Raytracer Settings〈光线跟踪器设置〉Raytracer Global Include/Exclude〈光线跟踪全局包含/排除〉Render To Texture〈渲染到纹理〉Render Surface Map〈渲染曲面贴图〉Material Editor〈材质编辑器〉Compact Material Editor〈精简材质编辑器〉 Slate Material Editor〈Slate材质编辑器〉Material/Map Browser〈材质/贴图浏览器〉Material Explorer〈材质资源管理器〉Video Post〈视频后期处理〉View Image File〈查看图像文件〉Panorama Exporter〈全景导出器〉Batch Render〈批处理渲染〉Print Size Assistant〈打印大小助手〉Gamma/LUT Setup〈Gamma/LUT 设置〉Render Message Window〈渲染消息窗口〉Compare Media in RAM Player〈比较RAM播放器中的媒体〉Customize〈自定义〉Customize User Interface〈自定义定制用户界面〉Load Custom UI Scheme〈加载自定义用户界面方案〉Save Custom UI Scheme〈保存自定义用户界面方案〉Revert to Startup Layout〈还原为启动布局〉Lock UI Layout〈锁定UI布局〉Show UI〈显示UI〉Show Command Panel〈显示命令面板〉Shoe Floating Toolbars〈显示浮动工具栏〉Show Main Toolbar〈显示主工具栏〉Show Track Bar〈显示轨迹栏〉Show Ribbon〈显示功能区〉Custom UI and Defaults Switcher 〈自定义UI与默认设置切换器〉Configure User Paths〈配置用户路径〉Configure system Paths〈配置系统路径〉Units Setup〈单位设置〉Plug--in Manager〈插件管理器〉Preferences〈首选项〉MAXScript〈MAX脚本〉New Script〈新建脚本〉Open Script〈打开脚本〉Run Script〈运行脚本〉MAXScript Listener〈MAXScript侦听器〉MAXScript Editor〈MAXScript编辑器〉Macro Recorder〈宏录制器〉Visual MAXScript Editer〈Visual MAXScript编辑器〉Debugger dialog 〈调试器对话框〉MAXScript Reference〈MAXScript参考〉。
[整理]ZEMAX中文说明2[1].
将镜头元件或镜头组反向排列。
设置:First Surface 被倒置的镜头组的第一面Last Surface 被倒置的镜头组的最后一面说明:如果系统中包括镜面,坐标转折,或其他非标准面,本功能不能正确工作。
§19 镜头缩放(Scale Lens)目的:用确定的因子缩放整个镜头。
例如,将现有的设计缩放成一个新的焦距时,本功能很有用。
波长不缩放。
缩放镜头功能也可以用来将单位从毫米变为英尺,或其它组合单位类型。
设置:Scale by factor 若选取,则直接输入缩放因子Scale by units 若选取,则镜头用所选单位变换§20 生成焦距(Make Focal)目的:除了所要的焦距是直接输入的,生成焦距与缩放镜头是相同的。
整个镜头被缩放成焦距为给定值的镜头。
§21 快速调焦(Quick Focus)目的:通过调整后截距对光学系统快速调焦。
设置:Size Radial Focus 调焦时使像平面上的点列图的RMS为最佳Spot Size X 调焦时使像平面X 方向上的点列图的RMS为最佳Spot Size Y 调焦时使像平面Y 方向上的点列图的RMS为最佳Wavefront Error 调焦时使像平面波前误差均方根最佳Use Centroid 使所有的计算都以像平面上光线的重心为参照系(而不是以主光线为参照系),本选项的计算很慢,但对于慧差占主导作用的系统是很适合的。
说明:本功能调整像平面前面的厚度。
厚度是依照RMS 像差最小化的原则选择的。
如上表所列有多种不同的RMS计算方法。
最佳调焦位置与标准的选择有关。
RMS 用定义的视场,波长和权因子计算整个视场的多色光的平均值。
§22 添加折叠反射镜(Add Fold Mirror)目的:为弯曲光束,包括坐标转折,插入一个转折镜。
Fold surface 选择将成为转折镜的面。
被选择的面是已定位在需要转折的位置的虚拟面。
MAX菜单中英文对照表
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eateNew S et创建新集合C reate Norm al Pr oject ed Cu rve创建法线投影曲线Cr eateOffse t Cur ve创建偏移曲线Creat e Off set P oint创建偏移点Crea te Of fsetSurfa ce创建偏移表面;创建偏移曲面Cre ate O ut of Rang e Key s创建范围外帧C reate Para meter s创建参数Cre ate P oint创建轴点Creat e Poi nts创建点Cr eatePoint Curv e创建点曲线Cr eatePoint Curv e onSurfa ce创建表面点曲线Crea te Po int S urfac e创建点表面;创建点曲面C reate Poly gon创建多边形Creat e Pol ygons创建多边形Cre ate P ositi on Lo ck Ke y创建位置锁定时间Crea te Pr imiti ves创建几何体Creat e Rot ation Lock Key创建旋转锁定时间C reate Rule d Sur face创建规则表面;创建规则曲面C reate Shap e创建截面Cre ate S hapefromEdges由边创建图形Cr eateSurfa ces创建曲面C reate Surf ace-C urvePoint创建表面-曲线点Creat e Sur faceEdgeCurve创建表面边界曲线Creat e Sur faceOffse t Cur ve创建表面偏移曲线Cre ate S urfac e-Sur faceInter secti on Cu rve创建表面与表面的相交曲线Cre ate S urf P oint创建面点Creat e Tra nsfor m Cur ve创建变形曲线Creat e Tra nsfor m Sur face创建变换表面;创建变换曲面C reate U Is o Cur ve创建U Iso曲线Cr eateU Lof t Sur face创建U放样表面;创建U放样曲面Cr eateUV Lo ft Su rface创建UV放样表面;创建UV放样曲面C reate Vert ex创建顶点Cr eateVerti ces创建顶点数Creat e Vec tor P rojec ted C urve创建矢量投影曲线C reate V Is o Cur ve创建V Iso曲线Cr eate1-Rai l Swe ep创建1-围栏Creat e 2-R ail S weep创建2-围栏Cre ation Meth od创建方式Cr eatio n Tim e创建时间Cro p切割区域;渲染指定的区域,图像大小为指定区域的大小Cr op Se lecte d切割选择;按选择对象的边界盒定义的区域渲染,图像大小为指定区域的大小Cross相交C rossSecti on交叉断面;截面;相交截面;截面参数Cros sing横跨Cr ossin g Sel ectio n横跨选择Cro ssSec tion交差截面;截面Cr ossSe ction Modi fier交差截面修改器Cr owd群体;群集Cube正方体;立方体Cu be/Oc ta立方体/八面体Cubi c立方Curre nt当前;当前的Curre nt Cl ass I D Fil ter当前过滤类别Curr ent C ombin ation s当前组合Cur rentNodes当前节点Curr ent O bject当前物体Curr ent O bject s当前物体Cur rentTarge ts当前目标Cu rrent Time当前时间Curr ent T ransf orm当前变换Cur vatur e曲率Curve曲率;曲线;当前Curve Appr oxima tion曲线精度控制;曲线近似;曲线逼近Cur ve Co mmon普通曲线Curve-Curv e曲线对曲线Cu rve-C urveInter secti on Po int曲线对曲线求交点Cu rve E ditor动画曲线编辑器;运动曲线编辑器Cur ve Ed itor(Open)运动曲线编辑器(打开)Cu rve F it曲线适配Cu rve P oint曲线点;曲线对点C urvePrope rties曲线属性Curv es曲线Curv es Se lecte d被选择的曲线C ustom自定义Custo m Att ribut es自定义属性;定制属性C ustom Boun dingBox自定义绑定物体;自定义边界盒C ustom Colo rs定制颜色Cu stomIcons自定义图标Cus tomiz e自定义Cust omize Tool bars自定义工具条Cus tomiz e Use r Int erfac e自定义用户界面Cut剪切Cut Edge剪切边Cut F aces剪切面数Cut P olygo ns剪切多边形C V Cur ve可控曲线CV Curv e onSurfa ce曲面上创建可控曲线;曲面上的可控曲线CVon Su rf曲面C VCV Surf可控曲面CV S urfac e可控曲面CVSurfa ce Ob ject可控曲面物体CVs Sele cted被选择的可控节点C ycle循环Cy cle S elect ion M ethod循环选择方法Cy cle S ubobj ect L evel循环子物体级别Cy cle T hroug h Sca le Mo des通过放缩方式循环Cy cle V ertic es循环节点Cy cles周期;圈;圈数Cy clicGrowt h循环增长;循环生长;周期增长Cyl Gizmo柱体线框;柱体框Cylin der圆柱体Cy linde r Emi tter柱体发射器Cyli nderGizmo柱体线框Cyli nderObjec t圆柱体<?xml:names paceprefi x = o ns = "urn:sche mas-m icros oft-c omffi ceffi ce" /><o:p></o:p>Dam per减振器;阻尼器Dam per D ynami cs Ob jects阻尼器动力学物体Dashp ot Sy stemDay日Day light日光D eacti vateAll M aps关闭全部贴图;取消激活所有视图Decay衰减D ecima ls位数Defa ult缺省;缺省值;默认;默认值De fault Ligh tingToggl e默认照明开关D efaul t Pro jecti on Di stanc e默认的投影距离Defau lt Vi ewpor t Qua dDe fine定义De fineStrok e定义笔触Def lecto r导向板Defl ector Spac e War p导向板空间变形Defle ctors导向板Defor m变形Defor matio n变形Defor matio ns变形Defo rming Mesh Coll ectio nDe g度D egrad ation退化,降[减]低,减少,降格[级],老[软]化degre e角度;度数degr ees度;角度D elaun ay德劳内类型D elega te代表Dele te删除Dele te aPosit ion K ey on X在X轴删除位置关键帧D elete a Po sitio n Key on Y在Y轴删除位置关键帧Del ete a Posi tionKey o n Z在Z轴删除位置关键帧Delet e a R otati on Ke y onX在X轴删除旋转关键帧De letea Rot ation Keyon Y在Y轴删除旋转关键帧Dele te aRotat ion K ey on Z在Z轴删除旋转关键帧D elete a Sc ale K ey on X在X轴删除放缩关键帧D elete a Sc ale K ey on Y在Y轴删除放缩关键帧D elete a Sc ale K ey on Z在Z轴删除放缩关键帧D elete All全部删除Delet e All Posi tionKeys删除全部位置关键帧Delet e All Rota tionKeys删除全部旋转关键帧Delet e All Scal e Key s删除全部放缩关键帧Del ete B oth删除行列D elete Butt on删除按钮De leteCol.删除列D elete Curv e删除曲线Del ete K ey删除关键帧D elete Mesh Modi fier删除网格修改器De leteMorph Targ et删除变形目标Delet e Obj ects删除物体Delet e Old删除旧材质;删除当前场景中的对象,合并新来的对象Dele te Op erand删除操作物体;删除操作对象Delet e Ori ginal Loft Curv es删除原放样曲线Dele te Pa tch删除面片D elete Patc h Edg e删除面片边界D elete Patc h Ele ment删除面片元素Del ete P atchModif ier删除面片修改器Del ete P atchVerte x删除面片节点D elete Row删除行D elete Sche matic View删除图解视图De leteSegme nt删除线段De leteShape删除图形Dele te Sp line删除曲线Delet e Spl ine M odifi er删除曲线修改器Dele te Ta b删除面板Del ete T ag删除标记De letethe P op-up NoteDel ete T oolba r删除工具条De leteTrack View删除轨迹视图De leteVerte x删除节点 <?xm l:nam espac e pre fix = o ns = "u rn:sc hemas-micr osoft-comf ficef fice" /><o:p></o:p>D elete Zone删除区域;删除色带Dens密度D ensit y密度;强度;浓度Depe ndenc ies Depen dentCurve s从属曲线Dep enden t Poi nts从属点De pende nt Su rface s从属曲面Dep enden ts从属格线;关联Dept h深度Depth of F ield视野;景深Dept h Seg s深度片段数De riveFromLayer s来自层Deri ve Fr om Ma teria ls来自材质De riveFromMater ial W ithin Laye r来自层中的材质Deriv e Lay ers B y导入层依据De riveObjec ts By导入物体方式;导入物体依据Deriv e Obj ectsFrom导入物体依据Des tinat ion目的;显示出在当前场景中被选择对象的名字;目标位置Desti natio n Tim e目标时间Des toryChara cterDeta ch分离;从对象组中分离对象Deta ch El ement分离元素Deta ch Se gment分离线段Deta ch Sp line分离曲线Detai ls细节Devi ation背离;偏差Dia log对话框Di amete r直径Die A fterColli sion碰撞后消亡Diff use漫反射;漫反射光;表面色;过渡区Diff use(r eflec tive&trans lucen t)过渡色(反射与半透明) Direc tion方向Di recti on Ch aos方向混乱D irect ion o f Tra vel/M blur运动方向/运动模糊Direc tionVecto r矢量方向;方向向量Dir ectio nal方向;方向型Dire ction al Li ght平行光Di sable无效D isabl e Sce ne Re drawToggl eDi sable View显示失效;视图无效Disa ble V iewpo rt非活动视图Di sable View portToggl e视图切换失效D isass embleDis assem ble O bject sDi scard NewOpera nd Ma teria l丢弃新材质Di scard Orig inalMater ial丢弃原材质Disin tigra te裂解Disp Appr ox位移近似Di sp Ap proxModif ier位移近似修改器Dis place置换;位移;位移编辑修改器Displ ace M odifi er位移修改器D ispla ce Sp ace W arp位移转换空间变形Di splac ed Su rface贴图置换表面;置换贴图表面;位移表面;位移曲面Displ ay显示;当Disp lay处于打开时,在绘图时会出现捕捉导线。
最新zemax 中的中英文对照
1zemax 中的中英文对照2近轴光线(Paraxial Rays);镜头数据(Lens Data);3插入或删除面数据 (Inserting and deleting surfaces);4输入面注释(Entering surface comments);5输入半径数据(Entering radii data);6输入厚度(Entering thickness data);7输入玻璃数据(Entering glass data);8输入半口径数据(Entering semi-diameter);9输入二次曲面数据(Entering conic data);10输入参数数据 (Entering parameter data);11确定光栏面(Defining the stop surface);12选择面型(Selecting surface types);13各面通光口径的确定(Specifying surface apertures);14用户自定义口径和挡光(User defined apertures and obscuration 15s);16到达表面和从表面射出的光线的隐藏(Hiding rays to and from su 17rfaces);18设置和撤销求解(Setting and removing solves);19光圈类型(Aperture Type);20入瞳直径(Entrance Pupil Diameter);21像空间F/# (Image Space F/#);22物空间数值孔径(Object Space Numerical Aperture)物空间边缘23光线的数值孔径(nsinθm);24通过光栏尺寸浮动(Float by Stop Size);25近轴工作F/#(Paraxial Working F/#);26物方锥形角(Object Cone Angle);光圈值(Aperture Value);27镜头单位(Lens Units);玻璃库(Glass Catalogs);28光线定位(Ray Aiming);使用光线定位贮藏器(Use Ray Aiming 29Cache);30加强型光线定位(慢)(Robust Ray Aiming (slow);31光瞳漂移:X,Y,Z (Pupil Shift:X,Y,and Z);32“视场光瞳偏移比例因子” (Scale pupil shift factors by fie 33ld);34变迹法(Apodization Type);变迹因子(Apodization Factor);35光程差参数(Referece OPD);近轴光线(Paraxial Rays);36快速非球面追迹(Fast Asphere Trace);37检查梯度折射率元件的口径(Check GRIN Apertures);38半口径余量% (Semi Diameter Margin in %);39半口径的快速计算法(Fast Semi-Diameters);40全局坐标参考面(Global Coordinate Reference Surface);41视场(Fields);42偏振状态(Polarization State);外形图(Layout);43二维外形图(2D Layout);3D外形图(3D Layout);44立体模型(Solid Model);光线像差(Ray Aberration);45光程(Optical Path);光瞳像差(Pupil Abberation);46离焦(Through Focus);全视场(Full Field);47矩阵(Matrix);48球差(W040),彗差(W131),像散(W222),匹兹凡场曲(W220P),49畸变(W311),轴向色离焦项(W020),轴向色倾斜(W111),弧矢50场曲(W220S),平均场曲(W220M),子午场曲(W220T); 51优化 (Optimization);52全局优化(Global Search);53锤形优化(Hammer Optimization);54消除所有的变量(Remove All Variable);55评价函数列表(Merit Function Listing);56公差(Tolerancing);57公差列表(Tolerance Listing);58公差汇总表(Tolerance Summary);59镀膜列表(Coating Listing);60变换半口径为环形口径(Convert Semi-Diameter to Circular Aper 61tures);62镜头缩放(Scale Lens);63生成焦距(Make Focal);64快速调焦(Quick Focus) ;65添加折叠反射镜(Add Fold Mirror);66幻像发生器(Ghost Focus generator);67系统复杂性测试(Performance Test);68表面数据(Surface Data);69系统数据(System Data);70规格数据(Prescription Data);7172solve type是zemax中用于设定光学系统结构(Curvature、Thinkn 73ess、Class、Semi-Diameter、Conic、Parameter)的操作参数,设74定正确的solve type是优化光学系统结构的前提。
3DMAX菜单中英文对照翻译
3DMAX菜单中英文对照表一、File〈文件〉New〈新建〉Reset〈重置〉Open〈打开〉Save〈保存〉Save As〈保存为〉Save selected〈保存选择〉XRef Objects〈外部引用物体〉XRef Scenes〈外部引用场景〉Merge〈合并〉Merge Animation〈合并动画动作〉Replace〈替换〉Import〈输入〉Export〈输出〉Export Selected〈选择输出〉Archive〈存档〉Summary Info〈摘要信息〉File Properties〈文件属性〉View Image File〈显示图像文件〉History〈历史〉Exit〈退出〉二、Edit〈菜单〉Undo or Redo〈取消/重做〉Hold and fetch〈保留/引用〉Delete〈删除〉Clone〈克隆〉Select All〈全部选择〉Select None〈空出选择〉Select Invert〈反向选择〉Select By〈参考选择〉Color〈颜色选择〉Name〈名字选择〉Rectangular Region〈矩形选择〉Circular Region〈圆形选择〉Fabce Region〈连点选择〉Lasso Region〈套索选择〉Region:〈区域选择〉Window〈包含〉Crossing〈相交〉Named Selection Sets〈命名选择集〉Object Properties〈物体属性〉三、Tools〈工具〉Transform Type-In〈键盘输入变换〉Display Floater〈视窗显示浮动对话框〉Selection Floater〈选择器浮动对话框〉Light Lister〈灯光列表〉Mirror〈镜像物体〉Array〈阵列〉Align〈对齐〉Snapshot〈快照〉Spacing Tool〈间距分布工具〉Normal Align〈法线对齐〉Align Camera〈相机对齐〉Align to View〈视窗对齐〉Place Highlight〈放置高光〉Isolate Selection〈隔离选择〉Rename Objects〈物体更名〉四、Group〈群组〉Group〈群组〉Ungroup〈撤消群组〉Open〈开放组〉Close〈关闭组〉Attach〈配属〉Detach〈分离〉Explode〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration〈视窗配置〉Grids〈栅格〉Show Home Grid〈显示栅格命令〉Activate Home Grid〈活跃原始栅格命令〉Activate Grid Object〈活跃栅格物体命令〉Activate Grid to View〈栅格及视窗对齐命令〉Viewport Background〈视窗背景〉Update Background Image〈更新背景〉Reset Background Transform〈重置背景变换〉Show Transform Gizmo〈显示变换坐标系〉Show Ghosting〈显示重橡〉Show Key Times〈显示时间键〉Shade Selected〈选择亮显〉Show Dependencies〈显示关联物体〉Match Camera to View〈相机与视窗匹配〉Add Default Lights To Scene〈增加场景缺省灯光〉Redraw All Views〈重画所有视窗〉Activate All Maps〈显示所有贴图〉Deactivate All Maps〈关闭显示所有贴图〉Update During Spinner Drag〈微调时实时显示〉Adaptive Degradation Toggle〈绑定适应消隐〉Expert Mode〈专家模式〉六、Create〈创建〉Standard Primitives〈标准图元〉Box〈立方体〉Cone〈圆锥体〉Sphere〈球体〉GeoSphere〈三角面片球体〉Cylinder〈圆柱体〉Tube〈管状体〉Torus〈圆环体〉Pyramid〈角锥体〉Plane〈平面〉Teapot〈茶壶〉Extended Primitives〈扩展图元〉Hedra〈多面体〉Torus Knot〈环面纽结体〉Chamfer Box〈斜切立方体〉Chamfer Cylinder〈斜切圆柱体〉Oil Tank〈桶状体〉Capsule〈角囊体〉Spindle〈纺锤体〉L-Extrusion〈L形体按钮〉Gengon〈导角棱柱〉C-Extrusion〈C形体按钮〉RingWave〈环状波〉Hose〈软管体〉Prism〈三棱柱〉Shapes〈形状〉Line〈线条〉Text〈文字〉Arc〈弧〉Circle〈圆〉Donut〈圆环〉Ellipse〈椭圆〉Helix〈螺旋线〉NGon〈多边形〉Rectangle〈矩形〉Section〈截面〉Star〈星型〉Lights〈灯光〉Target Spotlight〈目标聚光灯〉Free Spotlight〈自由聚光灯〉Target Directional Light〈目标平行光〉Directional Light〈平行光〉Omni Light〈泛光灯〉Skylight〈天光〉Target Point Light〈目标指向点光源〉Free Point Light〈自由点光源〉Target Area Light〈指向面光源〉IES Sky〈IES天光〉IES Sun〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera〈相机〉Free Camera〈自由相机〉Target Camera〈目标相机〉Particles〈粒子系统〉Blizzard〈暴风雪系统〉PArray〈粒子阵列系统〉PCloud〈粒子云系统〉Snow〈雪花系统〉Spray〈喷溅系统〉Super Spray〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。
zemax中常用菜单的中英文对照
近轴光线(Paraxial Rays);镜头数据(Lens Data);插入或删除面数据(Inserting and deleting surfaces);输入面注释(Entering surface comments);输入半径数据(Entering radii data);输入厚度(Entering thickness data);输入玻璃数据(Entering glass data);输入半口径数据(Entering semi-diameter);输入二次曲面数据(Entering conic data);输入参数数据(Entering parameter data);确定光栏面(Defining the stop surface);选择面型(Selecting surface types);各面通光口径的确定(Specifying surface apertures);用户自定义口径和挡光(User defined apertures and obscurations);到达表面和从表面射出的光线的隐藏(Hiding rays to and from surfaces);设置和撤销求解(Setting and removing solves);光圈类型(Aperture Type);入瞳直径(Entrance Pupil Diameter);像空间F/# (Image Space F/#);物空间数值孔径(Object Space Numerical Aperture)物空间边缘光线的数值孔径(nsinθm); 通过光栏尺寸浮动(Float by Stop Size);近轴工作F/#(Paraxial Working F/#);物方锥形角(Object Cone Angle);光圈值(Aperture V alue);镜头单位(Lens Units);玻璃库(Glass Catalogs);光线定位(Ray Aiming);使用光线定位贮藏器(Use Ray Aiming Cache);加强型光线定位(慢)(Robust Ray Aiming (slow);光瞳漂移:X,Y,Z (Pupil Shift:X,Y,and Z);“视场光瞳偏移比例因子”(Scale pupil shift factors by field);变迹法(Apodization Type);变迹因子(Apodization Factor);光程差参数(Referece OPD);近轴光线(Paraxial Rays);快速非球面追迹(Fast Asphere Trace);检查梯度折射率元件的口径(Check GRIN Apertures);半口径余量% (Semi Diameter Margin in %);半口径的快速计算法(Fast Semi-Diameters);全局坐标参考面(Global Coordinate Reference Surface);视场(Fields);偏振状态(Polarization State);外形图(Layout);二维外形图(2D Layout);3D外形图(3D Layout);立体模型(Solid Model);光线像差(Ray Aberration);光程(Optical Path);光瞳像差(Pupil Abberation);离焦(Through Focus);全视场(Full Field);矩阵(Matrix);球差(W040),彗差(W131),像散(W222),匹兹凡场曲(W220P),畸变(W311),轴向色离焦项(W020),轴向色倾斜(W111),弧矢场曲(W220S),平均场曲(W220M),子午场曲(W220T);优化(Optimization);全局优化(Global Search);锤形优化(Hammer Optimization);消除所有的变量(Remove All Variable);评价函数列表(Merit Function Listing);公差(Tolerancing);公差列表(Tolerance Listing);公差汇总表(Tolerance Summary);镀膜列表(Coating Listing);变换半口径为环形口径(Convert Semi-Diameter to Circular Apertures);镜头缩放(Scale Lens);生成焦距(Make Focal);快速调焦(Quick Focus) ;添加折叠反射镜(Add Fold Mirror);幻像发生器(Ghost Focus generator);系统复杂性测试(Performance Test);表面数据(Surface Data);系统数据(System Data);规格数据(Prescription Data);希望能对大家有帮助,但愿能结交光学设计,镜头结构设计或对其感兴趣的朋友。
ZEMAX菜单中英对照表
ZEMAX菜单中英对照表File 文件菜单英文中文 Use Session File 使用Session文件 Sequential Or MixedSequential/Non-Sequential 序列模式/非序列模式切换 Mode Non-Sequential Mode 非序列模式 Insert Lens 插入镜头 Preferences 属性 Editers 编辑菜单Lens Data Merit Function Multi-Configuration Tolerance Data Extra Data Non-Sequential Components Undo Redo 镜头数据优化函数多重数据结构公差数据附加数据非序列部件撤销重做 System 系统菜单Update Update all General Fields Wavelengths Next Configuration Last Configuration 更新全部更新通用配置视场光波长下一重结构最后结构 1 / 14Analysis 分析菜单Layout 草图2D Layout 3D Layout Wireframe Solid Model Shaded Model ZEMAX Element Drawing ISO Element Drawing 2D草图 3D草图波前图实体模型渲染模型 ZEMAX格式绘图 ISO格式绘图 Fans 特性曲线Ray Aberration Optical Path Pupil Aberration 光线像差光路入瞳像差 Spot Diagrams 点列图Standard Through Focus Full Field Matrix Configuration Matrix 标准离焦全视场矩阵配置矩阵 MTF (Modulation Transfer Function) 传递函数FFT MTF FFT Through Focus MTF FFT Surface MTF FFT MTF vs. Field FFT MTF Map Huygens MTF Huygens Through Focus MTF Huygens Surface MTF Geometric MTF 快速傅立叶变换 FFT离焦MTF FFT曲面MTF FFT MTF与市场 FFT MTF图表惠更斯MTF 惠更斯离焦MTF Huygens曲面MTF 几何MTF 2 / 14Geometric Through Focu MTF Geometric MTF vs. Field Geometric MTF Map 几何离焦MTF 几何MTF与视场几何MTF图表 PSF (Point Spread Function) 点扩散函数FFT PSF FFT PSF Cross Section FFT Line/Edge Spread Huygens PSF Huygens PSF Cross Section 快速傅立叶变换 FFT横截面PSF FFT线性/边缘响应惠更斯PSF 惠更斯横截面PSF Wavefront 波前Wavefront Map Interferogram Foueault Analysis 波前图表干涉图佛科特分析Surface 曲面Surface Sag Surface Phase 曲面失高曲面相位 RMS 均方根RMS vs. Field RMS vs. Wavelength RMS vs. Focus RMS与视场 RMS与波长 RMS与焦点 Encircled Enegry 能量分布Diffraction Geometric Geometric Line/Edge Spread Extended Source 衍射几何几何线性/边缘响应扩展源 3 / 14Illumination 照度Relative Illumination Vignetting Plot Illumination XY Scan Illumination 2D Surface 相对照度渐晕Plot 照度XY Scan 2D 曲面照度 Image Analysis 像分析Geometric Image Analysis Geometric Bitmap Image Analysis Diffraction Image Analysis Extended Diffraction Image Analysis IMA/BIM File Viewer 几何像分析几何Bitmap格式像分析衍射像分析扩展衍射像分析 IMB/BIM格式文件浏览 Biocular Analysis 双目分析Field of View Dipvergence/Convergence 观察视场双目垂直角差/集中、收敛Miscellaneous 杂项Field Curv/Dist Grid Distortion Footprint Diagram Longitudinal Aberration Lateral Color Y-Ybar Drawing Chromatic Focal Shift System Summary Graphic 视场场曲/失真方格失真光线痕迹图纵向像差横向色差 Y-Ybar图焦点色位移系统概要图 Aberration Coefficients 像差失真系数Seidel Coefficients Zernike Fringe Coefficients Zernike Standard Coefficients Zernike Annular Coefficients 赛德尔系数泽尼克边缘系数泽尼克标准系数泽尼克环绕系数 4 / 14Calculations 计算Ray Trace Fiber Coupling Efficiency YNI Contributions Sag Table Cardinal Points 光线追迹光纤耦合效率 YNI贡献面型凹陷表(失高表)主要参数 Glass and Gradient Index 玻璃和梯度折射率Dispersion Diagram Glass Map Internal Transmission vs. Wavelength Grin Profile Gradium Profile 散射图表玻璃图表内部透过率与波长表面轮廓(剖面)梯度折射表面轮廓 Universal Plot 通用图表New Universal Plot 新通用图表 Polarization 偏振Polarization Ray Trace Polarization Pupil Map Transmission Phase Aberration Transmission Fan 偏振光追迹偏振瞳图表透过率相位像差透过率分布Coatings 镀膜Reflection vs. Angle Transmission vs. Angle Absorption vs. Angle Diattenuation vs. Angle Phase vs. Angle Retardance vs. Angle 映像与角度透过率与角度吸收与角度衰减与角度相位角与角度光延迟与角度 5 / 14感谢您的阅读,祝您生活愉快。
3DMAX菜单中英文翻译对照表
3DMAX菜单中英文翻译对照表.txt两人之间的感情就像织毛衣,建立的时候一针一线,小心而漫长,拆除的时候只要轻轻一拉。
主要菜单的翻译:)一、File〈文件〉New〈新建〉Reset〈重置〉Open〈打开〉Save〈保存〉Save As〈保存为〉Save selected〈保存选择〉XRef Objects〈外部引用物体〉XRef Scenes〈外部引用场景〉Merge〈合并〉Merge Animation〈合并动画动作〉Replace〈替换〉Import〈输入〉Export〈输出〉Export Selected〈选择输出〉Archive〈存档〉Summary Info〈摘要信息〉File Properties〈文件属性〉View Image File〈显示图像文件〉History〈历史〉Exit〈退出〉二、Edit〈菜单〉Undo or Redo〈取消/重做〉Hold and fetch〈保留/引用〉Delete〈删除〉Clone〈克隆〉Select All〈全部选择〉Select None〈空出选择〉Select Invert〈反向选择〉Select By〈参考选择〉Color〈颜色选择〉Name〈名字选择〉Rectangular Region〈矩形选择〉Circular Region〈圆形选择〉Fabce Region〈连点选择〉Lasso Region〈套索选择〉Region:〈区域选择〉Window〈包含〉Crossing〈相交〉Named Selection Sets〈命名选择集〉Object Properties〈物体属性〉三、Tools〈工具〉Transform Type-In〈键盘输入变换〉Display Floater〈视窗显示浮动对话框〉Selection Floater〈选择器浮动对话框〉Light Lister〈灯光列表〉Mirror〈镜像物体〉Array〈阵列〉Align〈对齐〉Snapshot〈快照〉Spacing Tool〈间距分布工具〉Normal Align〈法线对齐〉Align Camera〈相机对齐〉Align to View〈视窗对齐〉Place Highlight〈放置高光〉Isolate Selection〈隔离选择〉Rename Objects〈物体更名〉四、Group〈群组〉Group〈群组〉Ungroup〈撤消群组〉Open〈开放组〉Close〈关闭组〉Attach〈配属〉Detach〈分离〉Explode〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration〈视窗配置〉Grids〈栅格〉Show Home Grid〈显示栅格命令〉Activate Home Grid〈活跃原始栅格命令〉Activate Grid Object〈活跃栅格物体命令〉Activate Grid to View〈栅格及视窗对齐命令〉Viewport Background〈视窗背景〉Update Background Image〈更新背景〉Reset Background Transform〈重置背景变换〉Show Transform Gizmo〈显示变换坐标系〉Show Ghosting〈显示重橡〉Show Key Times〈显示时间键〉Shade Selected〈选择亮显〉Show Dependencies〈显示关联物体〉Match Camera to View〈相机与视窗匹配〉Add Default Lights To Scene〈增加场景缺省灯光〉Redraw All Views〈重画所有视窗〉Activate All Maps〈显示所有贴图〉Deactivate All Maps〈关闭显示所有贴图〉Update During Spinner Drag〈微调时实时显示〉Adaptive Degradation Toggle〈绑定适应消隐〉Expert Mode〈专家模式〉六、Create〈创建〉Standard Primitives〈标准图元〉Box〈立方体〉Cone〈圆锥体〉Sphere〈球体〉GeoSphere〈三角面片球体〉Cylinder〈圆柱体〉Tube〈管状体〉Torus〈圆环体〉Pyramid〈角锥体〉Plane〈平面〉Teapot〈茶壶〉Extended Primitives〈扩展图元〉Hedra〈多面体〉Torus Knot〈环面纽结体〉Chamfer Box〈斜切立方体〉Chamfer Cylinder〈斜切圆柱体〉Oil Tank〈桶状体〉Capsule〈角囊体〉Spindle〈纺锤体〉L-Extrusion〈L形体按钮〉Gengon〈导角棱柱〉C-Extrusion〈C形体按钮〉RingWave〈环状波〉Hose〈软管体〉Prism〈三棱柱〉Shapes〈形状〉Line〈线条〉Text〈文字〉Arc〈弧〉Circle〈圆〉Donut〈圆环〉Ellipse〈椭圆〉Helix〈螺旋线〉NGon〈多边形〉Rectangle〈矩形〉Section〈截面〉Star〈星型〉Lights〈灯光〉Target Spotlight〈目标聚光灯〉Free Spotlight〈自由聚光灯〉Target Directional Light〈目标平行光〉Directional Light〈平行光〉Omni Light〈泛光灯〉Skylight〈天光〉Target Point Light〈目标指向点光源〉Free Point Light〈自由点光源〉Target Area Light〈指向面光源〉IES Sky〈IES天光〉IES Sun〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera〈相机〉Free Camera〈自由相机〉Target Camera〈目标相机〉Particles〈粒子系统〉Blizzard〈暴风雪系统〉PArray〈粒子阵列系统〉PCloud〈粒子云系统〉Snow〈雪花系统〉Spray〈喷溅系统〉Super Spray〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。
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在序列或非序列下双击Surf:Type 一栏,出现的对话框里面Type下拉菜单:
Annular aspheric lens 环形非球面透镜
Annular volume 环形体积
Annulus 圆环物
Aspheric surface 非球面表面
Aspheric surface 2 非球面表面2
Axicon surface 锥透镜表面
Biconic lens 双锥形透镜
Bicionic surface 双锥形表面
Binary 1 二进制1
Binary 2 二进制2
Binary 2A 二进制2A
Cone 圆锥体
Cpc
Cylinder pipe 气缸管
Cylinder volume 气缸容积
Cylinder 2 pipe 气缸2管
Cylinder 2 volume 气缸2容积
Detector rect 矩形探测器
Detector surf 表面探测器
Detector volume 体积探测器
Diffraction grating 衍射光栅
Ellipse 椭圆
Elliptical volume 椭圆体积
Even asphere 偶非球面
Ext. Poly. Lens 扩展聚乙烯透镜
Ext. Poly. Surf 扩展聚乙烯表面
Fresnel 1 菲涅尔1
Fresnel 2 菲涅尔2
Hex lenslet 六角透镜阵列
Hologram lens 全息透镜
Hologram surface 全息表面
Imported 输入
Jones matrix 琼斯矩阵
Lenslet 1 透镜阵列1
Lenslet 2 透镜阵列2
Mems 微系统
Null object 空目标
Odd asphere 奇非球面
Poly object 聚合物、多边形对象
Rectangular corner 矩形角
Rectangle 矩形
Rectangular pipe 矩形管
Rectangular pipe grating 矩形管光栅Rectangular roof 矩形顶
Rect. Torus surface 矩形圆环表面
Rect. Torus volume 矩形圆环体Rectangular volume 矩形体
Rectangular volume grating 矩形题库光栅Slide 滑动,幻灯片
Source diode 二极管光源
Source dll 动态光源
Source ellipse 椭圆光源
Source filament 灯丝
Source file 纵向光源
Source gaussian 高斯光源
Source point 点光源
Source radial 辐射光源
Source ray 射线光源
Source rectangle 矩形光源
Source tube 管光源
Source two angle 两角度光源
Source volume cylinder 缸体积光源
Source volume ellipse 椭圆体积光源
Source volume rectangle 矩形体积光源Sphere 球体
Standard lens 标准透镜
Standard surface 标准表面
Stl object (fasr load) 标准模板库(快速下载)Stl object (fast trace) 标准模板库(快速跟踪)Tab. Faceted radial 径向面选项
Tab. Faceted toroid 环形面选项
Tab. Fresnel radial 菲涅尔径向选项
Toroidal lens 超环面透镜
Toroidal surface 超环面表面
Torus surface 圆环表面
Torus volume 圆环体积
Triangular corner 三角形角
Triangle 三角形
User defined object 用户自定义物体
Zernike surface 泽尔尼克表面。