Materials and texturing Flashcards

1
Q

The ______ ______ is a projection of scene on the viewing plane.

A

rendered image

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2
Q

WORKSPACE

it has a Shader Editor and a 3D Viewport to interactively preview how the material interacts with objects and lights in the scene

A

Shading Workspace

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3
Q

WORKSPACE

for texturing what can we
use as default?

A

Texture Paint Workspace

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4
Q

WORKSPACE

What are the 2 views in Texture Paint

A
  • UV Editor
  • Texture Paint Mode
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5
Q

WORKSPACE

the default workspace is
used to create a more controlled
UVW Mapping
by adding seam and rearranging it to lessen the overlapping UVs

A

UV Editing

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6
Q

WORKSPACE

What are the 2 views in UV Editing?

A
  • UV Editor
  • Edit Mode
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7
Q

Controls and define the appearance and substance of mesh such as its color, texture, reflection to Light

It is a data blocks that can be assigned to more than one 3D object and different materials on one 3D object.

A

Materials

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8
Q

MATERIALS

What are Materials 3 Shaders?

A
  1. Surface
  2. Volume
  3. Displacement
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9
Q

MATERIALS

This controls the textures and light interaction at the surface of the mesh.

A

Surface Shader

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10
Q

MATERIALS

It defines how light is reflected and refracted at a surface.

It can imitate glass, metal or just any opaque object.

A

Bidirectional Scattering
Distribution Function (BSDF)

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11
Q

MATERIALS

What are common terminology we can encounter in working Surface Shader?

A

Reflection, Transmission, Refraction

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12
Q

MATERIALS

BSDFs reflect an incoming ray on the same side of the
surface
.

A

Reflection

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13
Q

MATERIALS

BSDFs transmit an incoming ray through the surface,
leaving on the other side.

A

Transmission

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14
Q

MATERIALS

BSDFs are a type of Transmission, transmitting an incoming ray and changing its direction as it exit on the other side of the surface.

On the Principled BSDF, Refraction can be adjust thru IOR by default its 1.45

A

Refraction

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15
Q

MATERIALS

This defines the interior of the mesh.

This is utilize to create fire and smokes or combined with surface to create a halo texture.

A

Volume Shader

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16
Q

MATERIALS

is a physically-based volume shader that can be used to create a wide range of volume materials.

A

Principled Volume

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17
Q

MATERIALS

What are common terminology we can encounter in working Volume Shader?

A

Volume Absorption, Volume Scatter, Emission

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18
Q

MATERIALS

This emit lights from the volume

A

Emission

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19
Q

MATERIALS

This let lights scatter in other directions as it hits particles in the volume.

A

Volume Scatter

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20
Q

MATERIALS

Absorb part of the light as it passes through the volume.

Use to shade smoke, halo glass, or a mixed to scatter node.

A

Volume Absorption

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21
Q

MATERIALS

The altering the shape of surface and volume. Makes the mesh more detailed.

A

Displacement

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22
Q

MATERIALS

3 Types of Displacement Methods

A
  • Bump Mapping
  • Displacement
  • Mixed
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23
Q

MATERIALS

A virtual altering the shading but not the mesh.

Least accurate but memory efficient. Often used to add smaller details on a model.

A

Bump Mapping

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24
Q

MATERIALS

Most accurate but memory intensive it requires a finely subdivided mesh.

Apply actual displacement to the
mesh

Baked Displacement Maps, is one of the best result to achieve with image.

A

Displacement

25
# MATERIALS **Use actual displacement for the bigger displacement** and bump for the finer details. Can **provide a good balance to reduce memory usage**.
Mixed
26
# MATERIALS are the input **needs to produce a materials**, by default we have Principled BSDF.
Shader Nodes
27
# MATERIALS Types of Render Engine
* Workbench * Cycles * Eevee
28
# MATERIALS Known as **Blender Render** **Use in rendering during modeling** and test animation process **Not recommended for final rendering**
Workbench
29
# MATERIALS The **oldest and most used of the three internal Blender engines**. **Produce a higher the quality of scene.**
Cycles
30
# MATERIALS The current **default render engine**. **Fastest rendering power.** | Short for Extra Easy Virtual Environment Engine.
Eevee | Extra Easy Virtual Environment Engine
31
# MATERIALS This **add a glossy reflection**, with separate control over U and V direction roughness. This shader is **only available using Cycle Render Engine**.
Anisotropic BSDF
32
# MATERIALS This **add Lambertian Reflection** (lower roughness: standard is 0.0) and **Oren-Near Reflection** (activate thru higher roughness value). This shader is **available using Cycles and Eevee Render Engine**.
Diffuse BSDF
33
# MATERIALS A **node used to add Lambertian emission shader**. It can apply to material, as surface to **create a glowing object** or volume to **emits light reflection** to the surface, and light surface outputs.
Emission
34
# MATERIALS This mix refraction and reflection at **grazing angles**. **Use pure white color** to have a transparent output. This shader is **available using Cycles and Eevee Render Engine**.
Glass BSDF
35
# MATERIALS A **node used to add reflection with microfacet** distribution, used for materials such as metal or mirrors Also available using Cycles and Eevee Render Engine
Glossy BSDF
36
# MATERIALS Add shading for the hair
Hair BSDF
37
# MATERIALS
38
# MATERIALS **Used to create a “hole”** in the image with **zero alpha transparency**, which is useful for compositing.
Holdout
39
# MATERIALS Partly the same outcome but Mix shader can assign the dominant shade between the two using FAC.
Mix Shader Node and Add Shader Node
40
# MATERIALS **Coined as “Uber” Shader**. **combines multiple layers** into a single easy to use node.
Principled BSDF
41
# MATERIALS **Easy-to-use shader** for rendering hair and fur. Shader allows for this by specifying two values, Random Color and Random Roughness | Only available in Cycle Render Engine
Principled Hair BSDF
42
# MATERIALS **Combines all volume shading components** into a single easy to use node.
Principled Volume
43
# MATERIALS Node that is **used to add glossy refraction with sharp** or microfacet distribution, used for materials that transmit light. **Used as a building blocks and not use as it own.**
Refraction BSDF
44
# MATERIALS Nodes that **combine multiple layers into a single easy to use node**. Specular workflow functions by specifying the facing reflection color Result may **not be physically plausible** because **there is no energy conservation**. | Only available on Eevee render Engine
Specular BSDF
45
# MATERIALS An **illusion of adding subsurface multiple scattering**, for materials such as **skin, wax, marble, milk** and others This is done by adjusting the scale
Subsurface Scattering
46
# MATERIALS create diffuse and glossy materials **with cartoon light effects**.
Toon BSDF
47
# MATERIALS ******Add transparency without refraction**, passing straight through the surface, as if there were no geometry there.
Transparent BSDF
48
# MATERIALS Add Lambertian diffuse transmission.
Translucent BSDF
49
# MATERIALS Add reflection to materials such as **cloth**.
Velvet BSDF
50
# MATERIALS **Allows light to be absorbed** as it passes through the volume. | Typical use for this node would be **Water** and **Colored Glass**
Volume Absorption
51
# MATERIALS **allows light to be scattered** as it passes through the volume. | Typical use would be to add **Fog** to a scene
Volume Scattering
52
A **flat image that applied to a 3D meshes** or models to give color and more details. is the base color of your materials
Texture
53
The process of applying texture is called? "Texture affect the surface of the object while the materials affects the object"
Texturing
54
**Person who is responsible on texturing** and adding materials to 3D object
Texture artist
55
In Blender, we have a some predefined texture. What are these 2?
Shader Editor and UV Texture | A customized texture use a UV Texture this process is called UV Mapping
56
Types of Texture?
Procedural and BitMap
57
Use of nodes to manipulated a by defining it mathematically. Shader Editor is your workspace. Doesn’t depended to image. Resolution Independent
Procedural
58
Image Texture or Texture Painting Required UV Mapping Achieve very realistic materials quickly. Texture file can be in JPEG, PNG, TGA
Bitmap