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
Q

MATERIALS

Use actual displacement for the bigger displacement and bump for the finer details.

Can provide a good balance to reduce memory usage.

A

Mixed

26
Q

MATERIALS

are the input needs to produce a materials, by default we have Principled BSDF.

A

Shader Nodes

27
Q

MATERIALS

Types of Render Engine

A
  • Workbench
  • Cycles
  • Eevee
28
Q

MATERIALS

Known as Blender Render
Use in rendering during modeling and test animation process
Not recommended for final rendering

A

Workbench

29
Q

MATERIALS

The oldest and most used of the three internal Blender engines.

Produce a higher the quality of scene.

A

Cycles

30
Q

MATERIALS

The current default render engine.

Fastest rendering power.

Short for Extra Easy Virtual Environment Engine.

A

Eevee

Extra Easy Virtual Environment Engine

31
Q

MATERIALS

This add a glossy reflection, with
separate control over U and
V direction roughness.

This shader is only available
using Cycle Render Engine
.

A

Anisotropic BSDF

32
Q

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.

A

Diffuse BSDF

33
Q

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.

A

Emission

34
Q

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.

A

Glass BSDF

35
Q

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

A

Glossy BSDF

36
Q

MATERIALS

Add shading for the hair

A

Hair BSDF

37
Q

MATERIALS

A
38
Q

MATERIALS

Used to create a “hole” in the image with zero alpha transparency, which is useful for compositing.

A

Holdout

39
Q

MATERIALS

Partly the same outcome but Mix shader can assign the dominant shade between the two using FAC.

A

Mix Shader Node and Add Shader Node

40
Q

MATERIALS

Coined as “Uber” Shader.

combines multiple layers into a single easy to use node.

A

Principled BSDF

41
Q

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

A

Principled Hair BSDF

42
Q

MATERIALS

Combines all volume shading components into a single easy to use node.

A

Principled Volume

43
Q

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.

A

Refraction BSDF

44
Q

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

A

Specular BSDF

45
Q

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

A

Subsurface Scattering

46
Q

MATERIALS

create diffuse and glossy materials with
cartoon light effects
.

A

Toon BSDF

47
Q

MATERIALS

**Add transparency without refraction, passing straight through the surface, as if there were no geometry there.

A

Transparent BSDF

48
Q

MATERIALS

Add Lambertian diffuse transmission.

A

Translucent BSDF

49
Q

MATERIALS

Add reflection to materials such
as cloth.

A

Velvet BSDF

50
Q

MATERIALS

Allows light to be absorbed as it passes through the volume.

Typical use for this node would be Water and Colored Glass

A

Volume Absorption

51
Q

MATERIALS

allows light to be scattered as it
passes through the volume.

Typical use would be to add Fog to a scene

A

Volume Scattering

52
Q

A flat image that applied to a 3D meshes or models to give color and more details.

is the base color of your materials

A

Texture

53
Q

The process of applying texture is called?

“Texture affect the surface of the
object while the materials affects
the object”

A

Texturing

54
Q

Person who is responsible on texturing and adding materials to 3D object

A

Texture artist

55
Q

In Blender, we have a some predefined texture. What are these 2?

A

Shader Editor and UV Texture

A customized texture use a UV Texture this process is called UV Mapping

56
Q

Types of Texture?

A

Procedural and BitMap

57
Q

Use of nodes to manipulated a by defining it mathematically.

Shader Editor is your workspace.

Doesn’t depended to image. Resolution Independent

A

Procedural

58
Q

Image Texture or Texture Painting

Required UV Mapping

Achieve very realistic materials quickly.

Texture file can be in JPEG, PNG,
TGA

A

Bitmap