Industry Terminology | Meaning |
Point Cloud | a set of data points in 3D space, generally produced by 3D scanners, which measure a large number of points on the external surfaces of objects around them. |
Mesh | Refers to a 3D object that consists of triangular polygons. These polygons are a collection of vertices, edges, and faces that determine the shape of an object in 3D modelling and computer graphics. |
Textures | Surface texture on the model involves using two-dimensional digital image files, such as .jpegs or .pngs. |
Texture Mapping | Texture mapping is like applying paint, wallpaper, or veneer to a real object. It simply refers to the process in graphic design whereby a texture map (two-dimensional) surface is placed around a 3D object to simulate certain material. Therefore, the 3D object acquires a similar surface to the 2D object. |
Decimate Mesh | a function that can reduce the number of polygons determining a 3D model's mesh. Decimation can radically reduce a model's processing needs, but may not create an ideal model topology. |
Polygon | a shape with three or more vertices connected to Cross-platform industry standards for constructing geometry. N-sided facet is defined by 3 or more vertices in space. A polygonal object can be closed, open, or made up of shells, which are disjointed pieces of geometry. Often referred to as a mesh. |
UV Map | the process of wrapping a 2D texture to a 3D model's surface. (U and V are used because X/Y/Z are often used to denote the axes of the 3D object in space.) A map that contains a flattened, unwrapped version of 3D geometry. UV map allows for 2D textures to be placed on corresponding parts of the mesh. |
Wire Frame | A representation of a 3D model where only lines and vertices are shown |
Subtool | are separate polygon objects. Each SubTool can be equal to the maximum number of polygons your system can handle. If your system handles 8 million polygons and you have 4 SubTools then your model can be composed of 32 million polygons. SubTools are, however, separate. You cannot sculpt or pose multiple SubTools at the same time. |
Dynamesh | DynaMesh is ZBrush’s newest base mesh generation tool. DynaMesh is a perfect solution for free-form sculpting because it removes all need for focusing on topological constraints. It’s possible to change the overall shape of any DynaMesh by pushing or pulling, adding various pieces of geometry to combine into one, or even removing geometry in a manner similar to what you can do with Boolean operations. DynaMesh has been designed to create low and middle-resolution sculpting stages, making it a perfect way to create your base mesh before diving deeper into all the powerful traditional ZBrush sculpting and editing tools. |
Rapid Prototyping | Created a model in 3D software and then 3D printed |
Ambient Lighting | General lighting that acts as the basic source of light in a room Not only does this kind of lighting improve illumination, but it also improves the general appearance and warm feeling of a room. Ambient light provides a comfortable level of light without excessive glare so that one can explore the room safely. |
Beveling | The term concerns the natural look and appearance of a 3D model design. Beveling enhances the desired natural look and appearance of a model by removing its sharp edges. This is done post-production, giving the model a realistic look. |
3D Modeling | Combining, resizing and editing shapes to create an object |
3D Sculpting | Using digital clay to model an object |
Polycount | The number of faces your object is made of |
Quad | A 4 sided face |
Tri | A 3 sided face |
Topology | the way the polygons (whether 3, 4, or 5+ sided) of a 3D model's mesh are organized and connected to one another. A 3D model’s edge distribution and structure. Good topology is important for displaying materials/textures properly and being able to deform models properly for animation. |
Unwrapped | A more complex type of mapping has been applied. The UVs can overlap or be non-overlapping. If the UVs are non-overlapping, it’s easier to change the textures or make your own custom textures. |
UV Unwrapping | the process of flattening out the polygons of your model, and converting them into a single 2D square. |
UV Mapped | Some kind of UV mapping is associated with the model. |
Atmosphere | In rendering. the environment that surrounds the object in a scene - such as the simulation of fine particles (fog. smoke) in the air |
Bezier Curve | A curve with at least 4 control points available to control the shape of the curve may also refer to NURBS curve |
NURBS | Non-uniform rational B-spline. These are surfaces described by parametric curves. CAD software usually outputs geometry as NURBS-compliant data (i.e. IGES). Non-Uniform Rational B-Spline (I'm confused with you). What you need to know is that anything attached to this term (which is used less nowadays) is generally referring to a geometric surface, specifically one generated in some way from a Spline input. Examples include: Lofts, Lathes, and Sweeps. |
Compositing | The process of combing 2 or more items (image or video) to create something new |
Z Depth | Also, known as depth channel or Zbuffer channel - the distance of an object from the camera |
Geometry | In general, a NURBS surface, NURBS curve, subdivision surface, or polygonal surface. Geometry is a mathematical description of an object. [Must expand] |
Match Move | The process of matching the camera or object movement from live-action footage with a computer-generated (CG) scene. |
Motion Blur | The simulation of the blurring that occurs when a fast-moving surface is captured by a camera. |
Particles | In dynamics, a point is displayed as a dot, streak, sphere, or other effect. You can animate the display and movement of particles with various techniques. Typically used in large quantities to create effects like rain and explosions. In 3D, particles are often simply points of data containing information like position, velocity, orientation, etc. Because they lack geometry, millions of particles can be manipulated in a scene with relative ease. |
Ray Tracing | A rendering technique, based on complex mathematical algorithms, to accurately represent any conceivable representation of light, including reflections and refractions as well as any conceivable surface forms and materials. |
Shader | a function that determines how the appearance of a 3D model's material(s) varies with the angle of the light The specification of properties and lighting for a surface. Surface properties must be defined in respect of their colour, reflectivity, surface bump texture, specularity, transparency, translucence etc. Usually comprise a network of connected nodes that control specific aspects of the shading effect. Shading networks define how various colour and texture nodes work with associated lights and surfaces. The placement of textures on surfaces is also controlled by nodes within the network. Nodes in a shading network can be connected in a non-linear way to create the desired effect. |
Node | A node is a container within a scene. Nodes have position, angle, and a few other properties. |
Node Graph | A scene references its objects using a directed graph, or hierarchy. Within that hierarchy, some nodes are simply containers while others include geometries, lights, cameras, or other elements like particle generators. |
Edge | a line that exists between two vertices |
Face | the most basic part of a 3D polygon, when three or more vertices (points) connect to make a visible surface. |
Alpha | An alpha is a mask that defines the transparency of pixels. It allows for revealing foreground and background areas when two images overlap. |
Boolean | A modelling technique takes overlapping objects to create a new object using subtraction, union or intersection. |
Hard Surface Modeling | Any kind of modelling of objects that are mechanical in nature, or otherwise characterized by precise and sharp bevelled edges. |
Organic Modeling | Often sculpted models of subjects of a biological nature. Think flowing, smooth surfaces, like an ear for example. |
Primitives | Primitives refer to the set of base parametric objects you can create as starting points for modelling or to use as models themselves. These often feature controls for resolution in the form of segments, and controls to set the size and proportions. |
Refraction | The bending of light as it passes thru different mediums (ie air to water). As the ray's speed changes during its travel, its direction changes. |
X-Axis | The horizontal line in a coordinate system designates the left & right of the world or object. Often represented by red or a red handle. |
Y-Axis | The vertical line in a coordinate system designates up and down of the world or object. Visually colour colored green. |
Z-Axis | The line in a coordinate system designates the depth of the world or object. Visually colour colored blue. |