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.)