Blender 2.78 Manual
Prise en main
Interface utilisateur
Editeurs
Système de données
Modélisation
Peinture et sculpture
Rigging (Articulation)
Animation
Physique
Rendu
Composition
Moteur de jeu
Préférences utilisateur
Utilisation avancée
Pipeline
Résolution de problèmes
Glossaire
À propos de ce manuel
Blender 2.78 Manual
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Index
Index
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
I
|
K
|
L
|
M
|
N
|
O
|
P
|
Q
|
R
|
S
|
T
|
U
|
V
|
W
|
Z
A
Action Safe
Active
Actuator
Aliasing
Alpha Channel
Ambient Occlusion
Animation
Anti-aliasing
Armature
Axe
Axis Angle
B
Bevel
Bézier
Blend Modes
Blender Units
Boîte d'encombrement
Bone
Boolean
Bounding Volume Hierarchy
BU
Bump Mapping
BVH
C
Caustics
Child
Chroma
Chromacities
Chrominance
Clamp
Clamping
Color Blend Modes
Color Space
Concave Face
Constraint
Controller
Convex Face
Coplanar
Crease
Curve
Cyclic
D
Depth Of Field
Diffuse Light
Directional Light
Displacement Mapping
DOF
Double Buffer
E
Edge
Edge Loop
Edge Ring
Empty
Environment Map
Euler
Euler Rotation
F
F-Curve
Face
Face Loop
Face Normal
Field of View
Focal Length
FSAA
Full-Screen Anti-Aliasing
G
Gamma
Geometric Center
Gimbal
Gimbal Lock
Global Illumination
Global Space
Glossy Map
Gouraud Shading
H
HDRI
Head
High Dynamic Range Image
I
Index Of Refraction
Interpolation
Inverse Kinematics
IOR
K
Keyframe
Keyframing
L
Lancer de rayons
Lattice
Layer
Light Bounces
Local Space
Logic brick
lumière ambiante
M
Manifold
Mask
Matte
Mesh
Micropolygons
MIP
Mipmap
Mipmapping
Motion Blur
Multi-sampling
N
N-gon
Non-linear Animation
Non-uniform Rational Basis Spline
Non-variété
Normal Mapping
Normale
NURBS
O
Object
Object Center
Object Origin
Octahedron
OpenGL
Oversampling
Overscan
P
Parent
Parenting
Particle system
Phong
Pivot Point
Pixel
Pole
Pose Mode
Posing
Premultiplied Alpha
Précalcul
Primaries
Primitive
Procedural Texture
Projection
Q
Quad
Quadrangle
Quadrilatère
Quaternion Rotation
R
Radiosité
Refraction
Rendu
Rig
Roll
Roll Angle
Roughness Map
RVB
S
Saturation
Scanline
Sensor
Shading
Smoothing
Specular Light
Straight Alpha
Subdividing
Subdivision Surface
Subsurf
Subsurface Scattering
T
Tail
Tessellation
Texture
Texture Space
Timecode
Title Safe
Topology
Transforms
Triangle
U
UV map
V
Vertex
Vertex Group
Vertices
Voxel
W
Walk Cycle
Weight Painting
White Point
World Space
Z
Z-buffer