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3D Animation - #1
3D Animation - Intro to Intermediate - Part 1
Term | Definition |
---|---|
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. |