Blender 3D: Noob to Pro/Blender Glossary

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This is a work-in-progress glossary of Blender related terms, so add more as you find them.

[edit] Glossary

[edit] Options

  • Window Types - In Blender each window can be changed in type. These types are:
    • Scripts Browser - This window is used to initiate any Python scripts saved in Blender to add functionality.
    • File Browser - Browses the files on your computer in Blender.
    • Image Browser - Browses the files on your computer in Blender with visuals of images displayed.
    • Node Editor - The enhanced material editing system in Blender in which you can customize the input/output of materials or scenes and composite them together.
    • Buttons Window - Displays the Blender scene and object editing options.
    • Outlines - Breaks down the entire collection of objects and their properties in an organized list.
    • User Preferences - Allows you to change Blender's controls and preferences.
    • Text Editor - Simple text editor for any notes/Python code.
    • Audio Window - Allows you to upload, enhance, and save audio files into the Blender library.
    • Timeline - Shows the animation's beginning, ending, and current frame, as well as a timeline with marks indicating all the key positions of an object.
    • Video Sequence Editor - Feature for the composition of sound, scenes, videos and other cinematographic elements.
    • UV/Image Editor - Allows you to add and alter image files in Blender and also apply these images onto the faces of meshes in an editable fashion as a material.
    • NLA Editor - Allows you to change the key positions of all actions/IPOs.
    • Action Editor - Allows you to alter the key positions of an armature and it's collection of bones.
    • IPO Curve Editor - Allows you to insert saved key points of the positions, transformations, and settings of objects of the course of a series of frames.
    • 3D View - Window through which you work with, add, and place objects in a 3D world.

[edit] Terms

  • Mesh n. - A collection of faces, edges, and vertices which can be modeled and manipulated in Edit Mode.
  • Vertex (pl. vertices) n. - A 3-dimensional coordinate which in groups to comprise a polygon. With default settings, it is represented in Blender by a purple dot when unselected, or a yellow dot when selected.
  • Edge n. - A wire-like line representing the boundary of 2 adjacent vertices.
  • Face n. - A planar connection of edges representing a boundary, field, or solid surface. Identified individually in Edit Mode as a black box in the middle of the corresponding face.
  • Icosphere n. - A sphere composed of n triangular faces composed in a manner to give the best "smoothness" for the lowest memory consumption.
  • UVSphere n. - A sphere composed of n square faces arranged in rings to allow the smoothest application of real-time movement of vertices/faces and application of images onto the spectrum of faces.
  • Lamps - Category of 5 light-emitting objects:
    • Lamp - Light is emitted in the scene with a uniform spherical output which fades with distance, decreasing eventually to 0. The distance can be specified in its options.
    • Sun - Light is emitted in the scene with a uniform spherical output and remains uniform regardless of the distance from it.
    • Spot - Light is emitted in the scene in a predetermined conical area with light properties similar to lamp and also initially calculates the shadow (lack of light) present behind an object (Known as ray shadow).
    • Hemi - Sun-like light emitted in a 180 degree arc. Works just like a Sun lamp, but with less functionality. Best used for quick, broad illumination.
    • Area - Light which works similar to a Spot lamp but shape of the cone is definable.
  • Ray shadows n. - Method of generating shadows cast by light by calculating the angle and faces of the interfering object to create a smooth, sharp and complete shadow. Memory-intensive, best quality.
  • Buffer Shadows n. - Method of generating shadows cast by light by calculating the angle of a mesh's edge and creating a set amount of shadow "squares" on the shadow-receiving objects which are calculated from a set buffer-ratio. Memory-friendly, while possibly lower quality.
  • Camera n. - An object which acts as the viewpoint (when active) for the scene when the scene is to be rendered.
  • Armature n. - An object which contains 'bones'. Bones are sub-objects which are connected with each other in a chain, each bone-link is parented to the bone before it. The purpose is to parent any objects to the bone, and also you may parent a mesh to the entire armature and have selected vertices of the mesh parented to bone(s) percentage-wise (0% means no effect, 50% means vertices copy half the transformation value, 100% means vertices transformed as full child of bone.)