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3D Animation - #1

3D Animation - Intro to Intermediate - Part 1

TermDefinition
texture and materials are surface treatments that can be given to objects in Blender. They have two major categories that affect them: bitmap and procedural. Textures are dependent upon having a material applied to an object before they can be used.
Bitmap textures use an image to quickly and realistically generate a complex surface effect
Procedural textures result from computer generated patterns and effects to create a surface. There are multiple controls that produce shiny, rough, smooth, transparent and other effects to varying degrees.
Bitmap textures use an image and can generate very realistic and complex surfaces quickly. The objects should be unwrapped to allow for plotting a 2D image to the 3D object.
Unwrapping is the process of taking a 3D object and virtually cutting it and laying it flat as a series of 2D shapes so that a 2D image can be applied to it. It makes for a more realistic and sharper application of texture/material.
Background image a 2D image (“picture”) that is placed “behind” the entire 3D scene, like a backdrop on a movie set.
Render to create a two-dimensional representation of an object based on its shape and surface properties; this allows you to output a still image of a model or to output a video of an animated model
Falloff is the feathering on the edge of brush strokes when you paint
Alpha means the level of transparency (or opacity), typically between 0 (totally transparent) and 1 (totally opaque); this is used for web pages and 3D models
Blending modes settings that use mathematical algorigthms to merge two colors or layers of a surface together in various different established combinations
Mapping the relationship between a Material and a Texture is called the ‘mapping’
UV Map Defines a relation between the surface of a 3D mesh and a 2D texture. In detail, each face of the mesh is mapped to a corresponding face area on the texture
UV Since X and Y are used in the 3D space U and V have been selected to represent the X and Y axis for a 2D texture or material
ambient light light that comes from the environment as a whole, such as diffused light reflected on a cloudy day all over, without a strong individual point of origin.
anti-aliasing a way of using pixels of intermediate colors to simulate curves and diagonals
shading process of altering the color of an object/surface in the 3D scene, based on its angle to lights and its distance from lights to create a photorealistic effect.
Created by: mightymaxmedia
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