MM3d Flashcards
Polygon Modeling
What are the 2 main technique used in Polygon Modeling
Extrusion & Subdivision
POLYGONAL MODELING
A key to create a high resolution 3D Models
MORE FACES = HIGH RESOLUTION MODELS
Subdivision
POLYGONAL MODELING
can be applied by collapsing faces to itself inwards or extending faces outward
Extrusion
Shortcut Key: Extrusion (E) / Extrude Manifold (Alt + E)
POLYGONAL MODELING
What are the other ways to ADD Subdivisions?
There are 4 other ways
- Bevel
- Inset
- Loop Tool
- Knife
POLYGONAL MODELING
How to smoothen the sharp edges?
Bevel
Shortcut Key: Ctrl + B
POLYGONAL MODELING
Initial outline, Fill and bridge, and commonly used in creating Human 3D models
Edge Modeling
CURVE AND NURBS MODELING
also known as SPLINE modeling
creates curve surface using control points
Nurbs
(Non-Uniform Rational Basis Spline)
CURVE AND NURBS MODELING
What is NURBS?
Non-Uniform Rational Basis Spline
CURVE AND NURBS MODELING
How can we apply Curve and Nurbs Modeling technique?
There are 2
Curve and Surface object
CURVE AND NURBS MODELING
How can you adjust curve modeling?
There are 4
- Control Points
- Spline
- Object Options
- Modifier
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
Procedural Modeling
PROCEDURAL MODELING
This can be considered application of the procedural technique
Parametric Modeling
In Blender, we use Modifiers to apply procedural technique
PROCEDURAL MODELING
Pro’s and Cons of Procedural Modeling
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.
3D SCANNING
______ ______ to collect multiple angles of real-life objects.
Laser Scanner
Cons: MESSY GEOMETRY Light Scanner is quite expensive
3D SCANNING VS PHOTOGRAMETRY
Photography rather than light.
these is also considered as texturing technique
Photogrametry
3D SCANNING VS PHOTOGRAMETRY
Photogrametry Pro’s and Cons
PROS:
Camera of your Choice can provide a better texturing
CONS:
Multi-camera provide greater result.
This technique usual applied when polishing the 3D Assets.
use to add more details on the 3D assets
Digital Sculpting
ZBrush is one of the compatible 3D Sculpting Software to Blender
One good practice is to reuse a certain part of a model to easy create variations.
Modular Concepts
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
Kit Bashing
Another modeling technique that can be utilize in 3D BLENDER, similar to edit mode with **another set of tools **use in altering 3D mesh.
3D Sculpting
3D SCULPTING
Sculpt Mode manipulates geometry using ______.
Brush
Usually, applied to add more details on the 3D models
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
Matcaps / Matcap
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.
DYNTOPO (Dynamic Topology)
3D SCULPTING
If your working a symmetrical model you can toggle mirror, this works as the mirror modifiers for sculpting.
Symmetry Settings
3D SCULPTING
Pro’s and Cons of 3D Sculpting
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.
The ______ ______ is a projection of scene on the viewing plane.
rendered image
WORKSPACE
it has a Shader Editor and a 3D Viewport to interactively preview how the material interacts with objects and lights in the scene
Shading Workspace
WORKSPACE
for texturing what can we
use as default?
Texture Paint Workspace
WORKSPACE
What are the 2 views in Texture Paint
- UV Editor
- Texture Paint Mode
WORKSPACE
the default workspace is
used to create a more controlled
UVW Mapping by adding seam and rearranging it to lessen the overlapping UVs
UV Editing
WORKSPACE
What are the 2 views in UV Editing?
- UV Editor
- Edit Mode
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.
Materials
MATERIALS
What are Materials 3 Shaders?
- Surface
- Volume
- Displacement
MATERIALS
This controls the textures and light interaction at the surface of the mesh.
Surface Shader
MATERIALS
It defines how light is reflected and refracted at a surface.
It can imitate glass, metal or just any opaque object.
Bidirectional Scattering
Distribution Function (BSDF)
MATERIALS
What are common terminology we can encounter in working Surface Shader?
Reflection, Transmission, Refraction
MATERIALS
BSDFs reflect an incoming ray on the same side of the
surface.
Reflection
MATERIALS
BSDFs transmit an incoming ray through the surface,
leaving on the other side.
Transmission
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
Refraction
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.
Volume Shader
MATERIALS
is a physically-based volume shader that can be used to create a wide range of volume materials.
Principled Volume
MATERIALS
What are common terminology we can encounter in working Volume Shader?
Volume Absorption, Volume Scatter, Emission
MATERIALS
This emit lights from the volume
Emission
MATERIALS
This let lights scatter in other directions as it hits particles in the volume.
Volume Scatter
MATERIALS
Absorb part of the light as it passes through the volume.
Use to shade smoke, halo glass, or a mixed to scatter node.
Volume Absorption
MATERIALS
The altering the shape of surface and volume. Makes the mesh more detailed.
Displacement
MATERIALS
3 Types of Displacement Methods
- Bump Mapping
- Displacement
- Mixed
MATERIALS
A virtual altering the shading but not the mesh.
Least accurate but memory efficient. Often used to add smaller details on a model.
Bump Mapping
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.
Displacement
MATERIALS
Use actual displacement for the bigger displacement and bump for the finer details.
Can provide a good balance to reduce memory usage.
Mixed
MATERIALS
are the input needs to produce a materials, by default we have Principled BSDF.
Shader Nodes
MATERIALS
Types of Render Engine
- Workbench
- Cycles
- Eevee
MATERIALS
Known as Blender Render
Use in rendering during modeling and test animation process
Not recommended for final rendering
Workbench
MATERIALS
The oldest and most used of the three internal Blender engines.
Produce a higher the quality of scene.
Cycles
MATERIALS
The current default render engine.
Fastest rendering power.
Short for Extra Easy Virtual Environment Engine.
Eevee
Extra Easy Virtual Environment Engine
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
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
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
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
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
MATERIALS
Add shading for the hair
Hair BSDF
MATERIALS
Used to create a “hole” in the image with zero alpha transparency, which is useful for compositing.
Holdout
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
MATERIALS
Coined as “Uber” Shader.
combines multiple layers into a single easy to use node.
Principled BSDF
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
MATERIALS
Combines all volume shading components into a single easy to use node.
Principled Volume
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
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
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
MATERIALS
create diffuse and glossy materials with
cartoon light effects.
Toon BSDF
MATERIALS
**Add transparency without refraction, passing straight through the surface, as if there were no geometry there.
Transparent BSDF
MATERIALS
Add Lambertian diffuse transmission.
Translucent BSDF
MATERIALS
Add reflection to materials such
as cloth.
Velvet BSDF
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
MATERIALS
allows light to be scattered as it
passes through the volume.
Typical use would be to add Fog to a scene
Volume Scattering
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
The process of applying texture is called?
“Texture affect the surface of the
object while the materials affects
the object”
Texturing
Person who is responsible on texturing and adding materials to 3D object
Texture artist
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
Types of Texture?
Procedural and BitMap
Use of nodes to manipulated a by defining it mathematically.
Shader Editor is your workspace.
Doesn’t depended to image. Resolution Independent
Procedural
Image Texture or Texture Painting
Required UV Mapping
Achieve very realistic materials quickly.
Texture file can be in JPEG, PNG,
TGA
Bitmap