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}
PMap {
RsID 1003
Strg "Links"
Strg "Rechts"
}
PMap {
RsID 1004
Strg "Source 1"
Strg "Source 2"
}
PMap {
RsID 1005
Strg "Source 1"
Strg "Source 2"
}
PMap {
RsID 1010
Strg "Source 1"
Strg "Source 2"
Strg "Eintrag tauschen"
}
PMap {
RsID 1006
Strg "Source 1"
Strg "Source 2"
Strg "Blender"
}
PMap {
RsID 1007
Strg "Source 1"
Strg "Source 2"
Strg "Blender"
}
PMap {
RsID 1115
Strg "Shader"
Strg "Verlauf"
}
PMap {
RsID 1118
Strg "Shader"
}
PMap {
RsID 1011
Strg "Shader"
}
PMap {
RsID 1012
Strg "Shader"
Strg ""
Strg ""
Strg ""
Strg ""
}
PMap {
RsID 1014
Strg "Shader"
Strg "Tangentenrichtung"
Strg "Winkel"
}
PMap {
RsID 1009
Strg "Name des Master-Shaders"
}
PMap {
RsID 1170
Strg "Transformation aktivieren"
Strg "Einheitl. Skalierung"
Strg "Gesamte Skalierung"
Strg "X-Skalierung"
Strg "Y-Skalierung"
Strg "Z-Skalierung"
Strg "X-Versatz"
Strg "Y-Versatz"
Strg "Z-Versatz"
Strg "Rotation"
}
PMap {
RsID 1184
Strg "Globaler Shader"
Strg "Shading Domain Shaders"
}
PMap {
RsID 1180
Strg "Displacement"
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg "Amplitude"
Strg "Versatz"
Strg ""
}
PMap {
RsID 1181
Strg "Farbe"
Strg "Transluzenz"
Strg "Diffuse Reflexion"
Strg "Intensität"
Strg "Fresnel"
Strg "Refraktion"
Strg ""
Strg ""
}
PMap {
RsID 1182
Strg "Shader"
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
}
PMap {
RsID 1183
Strg "Intensität"
Strg "Absorption"
Strg "In-Scattering"
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
}
TABS {
RsID 162
Strg "Höhe"
Strg "Neigung"
Strg "Ausrichtung"
}
TABS {
RsID 161
Strg "Rauschen"
Strg "Transformieren"
}
STR {
RsID 150
Strg "Softes Rauschen"
Strg "Softes & Starkes Rauschen"
Strg "Starkes Rauschen"
Strg "Starke Maserung"
Strg "Softe Maserung"
}
STR {
RsID 1029
Strg "Analysieren..."
Strg "Bereit. Shading mit RGB-Farben."
Strg "Bereit. Shading mit Wert."
Strg "Bereit. Keine Farben oder Werte definert."
Strg "Fehler"
}
STR {
RsID 1000
Strg "Gesamtes Objekt"
}
TBAR {
RsID 10003
Strg "Mapping-Richtung"
Strg "X"
Strg "Y"
Strg "Z"
}
TBAR {
RsID 10002
Strg "Mapping-Richtung"
Strg "X"
Strg "Y"
Strg "Z"
}
TBAR {
RsID 10001
Strg "Mapping-Richtung"
Strg "Ganze Box"
Strg "Linke Box"
Strg "Vordere Box"
Strg "Hintere Box"
Strg "Rechte Box"
Strg "Box Oben"
Strg "Box Unten"
}
Dlog {
RsID 1100
Strg "Bitte wählen Sie einen neuen Master-Shader im Kontexmenü."
Strg "Sie haben einen Shader erstellt, der eine zirkulare Referenz hat. Das bedeutet, dass ein Shader entweder auf sich selbst Bezug nimmt oder zwei oder mehr Shader aufeinander verweisen.
"
Strg "Zirkulare Referenz erkannt"
}
