MM3d Flashcards

1
Q

Polygon Modeling

What are the 2 main technique used in Polygon Modeling

A

Extrusion & Subdivision

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2
Q

POLYGONAL MODELING

A key to create a high resolution 3D Models
MORE FACES = HIGH RESOLUTION MODELS

A

Subdivision

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3
Q

POLYGONAL MODELING

can be applied by collapsing faces to itself inwards or extending faces outward

A

Extrusion

Shortcut Key: Extrusion (E) / Extrude Manifold (Alt + E)

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4
Q

POLYGONAL MODELING

What are the other ways to ADD Subdivisions?

There are 4 other ways

A
  • Bevel
  • Inset
  • Loop Tool
  • Knife
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5
Q

POLYGONAL MODELING

How to smoothen the sharp edges?

A

Bevel

Shortcut Key: Ctrl + B

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6
Q

POLYGONAL MODELING

Initial outline, Fill and bridge, and commonly used in creating Human 3D models

A

Edge Modeling

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7
Q

CURVE AND NURBS MODELING

also known as SPLINE modeling
creates curve surface using control points

A

Nurbs
(Non-Uniform Rational Basis Spline)

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8
Q

CURVE AND NURBS MODELING

What is NURBS?

A

Non-Uniform Rational Basis Spline

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9
Q

CURVE AND NURBS MODELING

How can we apply Curve and Nurbs Modeling technique?

There are 2

A

Curve and Surface object

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10
Q

CURVE AND NURBS MODELING

How can you adjust curve modeling?

There are 4

A
  • Control Points
  • Spline
  • Object Options
  • Modifier
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11
Q

A technique that can be utilized in creating 3D Models and
Texture. IT WORKS WITH A SETS OF RULE.

Rules can be integrated within the algorithm tha t can be configured

A

Procedural Modeling

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12
Q

PROCEDURAL MODELING

This can be considered application of the procedural technique

A

Parametric Modeling

In Blender, we use Modifiers to apply procedural technique

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13
Q

PROCEDURAL MODELING

Pro’s and Cons of Procedural Modeling

A

PRO
▪ Ensures all your elements follow the same style and working principles.
Easy to scale up and down the properties.

CONS
Complex code is need for a organic-looking object.

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14
Q

3D SCANNING

______ ______ to collect multiple angles of real-life objects.

A

Laser Scanner

Cons: MESSY GEOMETRY Light Scanner is quite expensive

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15
Q

3D SCANNING VS PHOTOGRAMETRY

Photography rather than light.

these is also considered as texturing technique

A

Photogrametry

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16
Q

3D SCANNING VS PHOTOGRAMETRY

Photogrametry Pro’s and Cons

A

PROS:
Camera of your Choice can provide a better texturing

CONS:
Multi-camera provide greater result.

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17
Q

This technique usual applied when polishing the 3D Assets.

use to add more details on the 3D assets

A

Digital Sculpting

ZBrush is one of the compatible 3D Sculpting Software to Blender

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18
Q

One good practice is to reuse a certain part of a model to easy create variations.

A

Modular Concepts

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19
Q

Combining and modified a pre-made part module to create a new 3D model.

Some apply this technique to easy create picture out their intended 3D output

A

Kit Bashing

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20
Q

Another modeling technique that can be utilize in 3D BLENDER, similar to edit mode with **another set of tools **use in altering 3D mesh.

A

3D Sculpting

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21
Q

3D SCULPTING

Sculpt Mode manipulates geometry using ______.

A

Brush

Usually, applied to add more details on the 3D models

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22
Q

3D SCULPTING

On the viewport shading, choose your
lightings as ______.

This will serve as the texture of your model which provides your preferred lightning visuals

A

Matcaps / Matcap

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23
Q

3D SCULPTING

is one of the important settings that needs to enables.

a dynamic tessellation sculpting method, which makes it possible to sculpt complex shapes out of a simple mesh.

A

DYNTOPO (Dynamic Topology)

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24
Q

3D SCULPTING

If your working a symmetrical model you can toggle mirror, this works as the mirror modifiers for sculpting.

A

Symmetry Settings

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25
Q

3D SCULPTING

Pro’s and Cons of 3D Sculpting

A

PROS
* Non-rigid limitations which is perfect of complex and unique design.
* More detailed and organic output.

CONS
* Time-consuming, since you can using texture as an alternative way to add details to the model.
* High-resolution, might be a cons depend on the objective and purpose of creating 3D Assets.

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26
Q

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

A

rendered image

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27
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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28
Q

WORKSPACE

for texturing what can we
use as default?

A

Texture Paint Workspace

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29
Q

WORKSPACE

What are the 2 views in Texture Paint

A
  • UV Editor
  • Texture Paint Mode
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30
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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31
Q

WORKSPACE

What are the 2 views in UV Editing?

A
  • UV Editor
  • Edit Mode
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32
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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33
Q

MATERIALS

What are Materials 3 Shaders?

A
  1. Surface
  2. Volume
  3. Displacement
34
Q

MATERIALS

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

A

Surface Shader

35
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)

36
Q

MATERIALS

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

A

Reflection, Transmission, Refraction

37
Q

MATERIALS

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

A

Reflection

38
Q

MATERIALS

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

A

Transmission

39
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

40
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

41
Q

MATERIALS

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

A

Principled Volume

42
Q

MATERIALS

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

A

Volume Absorption, Volume Scatter, Emission

43
Q

MATERIALS

This emit lights from the volume

A

Emission

44
Q

MATERIALS

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

A

Volume Scatter

45
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

46
Q

MATERIALS

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

A

Displacement

47
Q

MATERIALS

3 Types of Displacement Methods

A
  • Bump Mapping
  • Displacement
  • Mixed
48
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

49
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

50
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

51
Q

MATERIALS

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

A

Shader Nodes

52
Q

MATERIALS

Types of Render Engine

A
  • Workbench
  • Cycles
  • Eevee
53
Q

MATERIALS

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

A

Workbench

54
Q

MATERIALS

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

Produce a higher the quality of scene.

A

Cycles

55
Q

MATERIALS

The current default render engine.

Fastest rendering power.

Short for Extra Easy Virtual Environment Engine.

A

Eevee

Extra Easy Virtual Environment Engine

56
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

57
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

58
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

59
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

60
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

61
Q

MATERIALS

Add shading for the hair

A

Hair BSDF

62
Q

MATERIALS

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

A

Holdout

63
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

64
Q

MATERIALS

Coined as “Uber” Shader.

combines multiple layers into a single easy to use node.

A

Principled BSDF

65
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

66
Q

MATERIALS

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

A

Principled Volume

67
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

68
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

69
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

70
Q

MATERIALS

create diffuse and glossy materials with
cartoon light effects
.

A

Toon BSDF

71
Q

MATERIALS

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

A

Transparent BSDF

72
Q

MATERIALS

Add Lambertian diffuse transmission.

A

Translucent BSDF

73
Q

MATERIALS

Add reflection to materials such
as cloth.

A

Velvet BSDF

74
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

75
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

76
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

77
Q

The process of applying texture is called?

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

A

Texturing

78
Q

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

A

Texture artist

79
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

80
Q

Types of Texture?

A

Procedural and BitMap

81
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

82
Q

Image Texture or Texture Painting

Required UV Mapping

Achieve very realistic materials quickly.

Texture file can be in JPEG, PNG,
TGA

A

Bitmap