Blender 3D: Noob to Pro/Blender Glossary
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Please add words and phrases to the alphabetical glossary at Blender 3D: Noob to Pro/Glossary.
Contents |
[edit] General Terminology
- 2D (adjective): two-dimensional (flat)
- 3D (adjective): three-dimensional
- axis (noun): one of the primary directions used to define a coordinate system; plural: axes
- coordinates (noun): a string of numbers (usually two or three) which denote a location
- coordinate system: a scheme for denoting locations by means of coordinates
- disappearing taskbar: a taskbar which appears only when the mouse pointer reaches an edge of the display
- geometry:
- the branch of mathematics concerned with positions, directions, angles, lengths, areas, volumes, and so on
- the portion of a 3D model that deals with shapes
- GIMP: an open-source software tool for editing 2D computer graphics
- illusion of depth: the human propensity to imagine a 3D scene when presented with a flat (2D) picture of it
- light (verb): to describe the intensity, color, direction, etc. of the light sources in a 3D scene
- model (noun): an abstract description of a 3D object (or scene) which is suitable for rendering
- model (verb): to create models
- numpad: a numeric keypad
- orthographic view: a 2D view which represents a scene's parallel edges with parallel edges; contrast with: perspective view
- perpendicular (adjective): forming a 90-degree (right) angle
- perspective view: a 2D view which represents a scene's parallel edges with edges that converge toward a vanishing point
- pose (verb): to position objects and their parts in a 3D scene
- render (verb): to generate a 2D view from a 3D model of a scene, by means of a computer
- rig (noun): to describe how different parts of an object are capable of moving relative to one another
- texture (verb): to describe how a 3D object interacts with light (scattering, bending, etc.)
[edit] Blender User Interface Terminology
- active window: the window currently responding to keystrokes
- blender unit: the height and width of each grid square in a 3D View window
- header: a row of controls along the top or bottom of a window
- panel: a rectangular area in a Buttons window which can be rearranged relative to other panels
- window (noun): a rectangular area of Blender's user-interface which can be split or resized
- window type (noun): one of the sixteen varieties of windows in Blender's user interface:
- 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] Blender Modeling Terminology
- Quad n. - A face with four sides.
- 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 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.)
- Empty n. - [Please add description here...]