Quiz 2 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
# 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.
26
The ______ ______ is a projection of scene on the viewing plane.
rendered image
27
# 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
28
# WORKSPACE for texturing what can we use as default?
Texture Paint Workspace
29
# WORKSPACE What are the 2 views in Texture Paint
* UV Editor * Texture Paint Mode
30
# 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
31
# WORKSPACE What are the 2 views in UV Editing?
* UV Editor * Edit Mode
32
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
33
# MATERIALS What are Materials 3 Shaders?
1. Surface 2. Volume 3. Displacement
34
# MATERIALS This controls the **textures and light interaction** at the **surface of the mesh**.
Surface Shader
35
# 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)
36
# MATERIALS What are common terminology we can encounter in working Surface Shader?
Reflection, Transmission, Refraction
37
# MATERIALS BSDFs **reflect an incoming ray** on the **same side of the surface**.
Reflection
38
# MATERIALS BSDFs **transmit an incoming ray** through the surface, **leaving on the other side**.
Transmission
39
# MATERIALS BSDFs are a type of Transmission, transmitting an incoming ray and **changing its direction** as it e**xit on the other side of the surface**. On the Principled BSDF, Refraction can be **adjust thru IOR** by default its 1.45
Refraction
40
# 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
41
# MATERIALS is **a physically-based volume shader** that can be used to create a wide range of volume materials.
Principled Volume
42
# MATERIALS What are common terminology we can encounter in working Volume Shader?
Volume Absorption, Volume Scatter, Emission
43
# MATERIALS This **emit lights** from the volume
Emission
44
# MATERIALS This let **lights scatter** in other directions as it **hits particles in the volume.**
Volume Scatter
45
# 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
46
# MATERIALS The **altering the shape** of surface and volume. **Makes the mesh more detailed.**
Displacement
47
# MATERIALS 3 Types of Displacement Methods
* Bump Mapping * Displacement * Mixed
48
# 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
49
# 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
50
# MATERIALS **Use actual displacement for the bigger displacement** and bump for the finer details. Can **provide a good balance to reduce memory usage**.
Mixed
51
# MATERIALS are the input **needs to produce a materials**, by default we have Principled BSDF.
Shader Nodes
52
# MATERIALS Types of Render Engine
* Workbench * Cycles * Eevee
53
# MATERIALS Known as **Blender Render** **Use in rendering during modeling** and test animation process **Not recommended for final rendering**
Workbench
54
# MATERIALS The **oldest and most used of the three internal Blender engines**. **Produce a higher the quality of scene.**
Cycles
55
# MATERIALS The current **default render engine**. **Fastest rendering power.** | Short for Extra Easy Virtual Environment Engine.
Eevee | Extra Easy Virtual Environment Engine
56
# 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
57
# 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
58
# 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
59
# 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
60
# 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
61
# MATERIALS Add shading for the hair
Hair BSDF
62
# MATERIALS **Used to create a “hole”** in the image with **zero alpha transparency**, which is useful for compositing.
Holdout
63
# 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
64
# MATERIALS **Coined as “Uber” Shader**. **combines multiple layers** into a single easy to use node.
Principled BSDF
65
# 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
66
# MATERIALS **Combines all volume shading components** into a single easy to use node.
Principled Volume
67
# 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
68
# 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
69
# 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
70
# MATERIALS create diffuse and glossy materials **with cartoon light effects**.
Toon BSDF
71
# MATERIALS ******Add transparency without refraction**, passing straight through the surface, as if there were no geometry there.
Transparent BSDF
72
# MATERIALS Add Lambertian diffuse transmission.
Translucent BSDF
73
# MATERIALS Add reflection to materials such as **cloth**.
Velvet BSDF
74
# 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
75
# MATERIALS **allows light to be scattered** as it passes through the volume. | Typical use would be to add **Fog** to a scene
Volume Scattering
76
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
77
The process of applying texture is called? "Texture affect the surface of the object while the materials affects the object"
Texturing
78
**Person who is responsible on texturing** and adding materials to 3D object
Texture artist
79
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
80
Types of Texture?
Procedural and BitMap
81
Use of nodes to manipulated a by defining it mathematically. Shader Editor is your workspace. Doesn’t depended to image. Resolution Independent
Procedural
82
Image Texture or Texture Painting Required UV Mapping Achieve very realistic materials quickly. Texture file can be in JPEG, PNG, TGA
Bitmap