Definitions of terms used in the Mudbox Help listed
alphabetically.
- node-locked license
-
A type of software license that
is locked to one computer and cannot be used on other machines.
Node-locked versions of Mudbox are licensed to the hardware ID of
a computer.
- normal
-
In modeling, the directional
line perpendicular to a surface. Surface normals represent the orientation
of each polygon face on a mesh and are used in rendering to determine
lighting and shading for each face. Vertex normals represent the
average of the normals of all the faces it connects.
- normal map
-
A 2D RGB image that records
the surface normal information for a mesh using red, green, blue
color channels to record the X, Y, Z normal vector data. Normal maps
are widely used in applications where a highly detailed surface
mesh must be visually represented by a simplified low polygon count version
of the mesh. Normal maps are widely supported where the 3D model
is used in hardware rendering applications such as interactive games consoles.
- OBJ
-
A file format that represents
3D polygonal geometry. The format includes data describing the position
of each vertex, UV texture coordinate associated with each vertex,
the normal at each vertex, and the faces that make each polygon.
- object space
-
The coordinate system from
an object's point of view. The origin of object space is at the
object's pivot point, and its axes are rotated with the object.
- OpenEXR
-
OpenEXR is a high dynamic
range imaging image file format, released as an open standard along
with a set of software tools created by Industrial Light and Magic
(ILM), released under a free software license. Pixel data is stored
as 16-bit or 32-bit floating-point numbers.
- orthographic view
-
A camera view that shows
one side of an object or scene (front, side, top, back, and so on)
so it appears projected on a plane without the effect of perspective.
- outline
-
A circular shape that
lets you preview the size of a sculpt tool or paint brush before
you make a stroke.
- pen
-
In computer graphics,
a writing device used in conjunction with a tablet, also known as
a stylus.
- PNG
-
A file format for storing images.
An acronym for Portable Network Graphics. Employs lossless data compression.
- polygon
-
An n-sided shape defined by
a group of ordered vertices and the edges that are defined between
pairs of those vertices. Polygons can be either simple shapes, such
as polygonal primitives, or complex models built from a polygonal
modeling application. A polygonal object can be closed, open, or
made up of shells, which are disjointed pieces of geometry
- polygon count
-
The number of polygons in
the scene.
- pose
-
Articulating and rotating the
components of a model using joints so it assumes a particular position,
stance, or posture.
- primitive
-
A simple geometric form. Primitives
include spheres, cubes, cylinders, cones, and planes.
- projection map
-
A technique of projecting a
2D image onto 3D geometry.
- PSD
-
The file format used
by the Adobe® Photoshop® application program.
- ray tracing
-
A rendering technique used
to create photorealistic reflections and refractions on reflective
surfaces, and to produce shadows. Ray tracing is a high-quality alternative
to reflection mapping, although it requires longer to compute.
- reflection map
-
The simulation from images
of background reflections onto reflective surfaces.
- RGB
-
Red, Green, and Blue.
A color space most commonly used in computer graphics and component
video, where the three additive color components are mixed to create
a color.
- rotation
-
A transformation that turns
(or orients) an object or joint about an axis.
- scene
-
The 3D View as visualized
through either the perspective, top, front, or side view cameras.
- screen projection
-
The application of paint onto
a screen layer as if cinematic film were being projected onto an
object. Paint appears on the object where the projection strikes
the surface.
- selection set
-
A method for saving a selection
preset of a collection of items for quick selection later. Also
referred to as a Quick Select Set in Maya.
- set
-
- shading
-
A display technique that shows
a 3D model as if it were a solid shaded surface.
- shadows
-
The darkened areas that appear
on a surface when an object gets in the path of a light source.
Shadows are cast onto the area of a surface that doesn’t directly
receive light.
- smoothing
-
In polygonal modeling,
a modification of the surface topology by smoothing out vertices
and their connected edges.
- specular highlight
-
When a bright light reflects
off a surface, the hot spot that appears on the surface is the specular highlight.
- stroke
-
A mark made on the model
by the movement of a sculpt tool or paint brush using the stylus/mouse.
- stylus
-
A writing device used
in conjunction with a tablet, also known as a pen.
- subdivision level
-
Indicates the number
of times a polygonal model has been divided upon itself from its
original number of polygons (base level). Whenever a model is subdivided,
a new higher resolution version of the model called a subdivision
level is created, and the model’s display is updated in the 3D View.
Adding subdivision levels to a model allows more detail to be sculpted
into it.
- tangent
-
A line or vector that indicates
the slope of a curve or polygonal face at a given point.
- texture
-
An image that is mapped onto
a surface that modifies the surface’s color or surface detail.
- TIFF
-
A file format for storing 2D
images. An acronym for tagged image file format.
- topology
-
The relationship and physical
interconnection between the polygons on a model. For example, between
faces, edge loops, edges, and vertices.
- track
-
A camera move that slides
the camera view either horizontally or vertically. Also known as
a pan.
- transform
-
To move, rotate, or scale an
object.
- translate
-
To change the position
of an object without changing its shape, size, or orientation.
- tumble
-
To change the position from
which the camera views its center of interest by changing the angle
of the camera’s sight line relative to the ground plane. Also referred
to as its elevation; the angle of a camera’s sight line relative
to a plane perpendicular to the ground plane is also referred to
as its azimuth.
- UVs
-
A coordinate system used to
correlate between vertex locations and 2D texture images when applying
texture maps to a polygonal model. UVs are either generated automatically
by the 3D modeling application, constructed manually by a texture
artist, or some combination of the two. Usually a 2D representation
of the UV map is generated so a texture artist can use the flattened
mesh as a template for creating a texture map. The texture artist
can also adjust UV locations using a UV editor to optimize their
layout, as well as minimize seams and overlaps on the texture map
so it appears correct when rendered.
- vertex
-
A point in 3D space defined
by an X, Y, Z location and a vertex normal.
- vertex ID
-
An identification system for
vertices on a polygonal mesh whereby each vertex is assigned a unique
number to identify it within the set of vertices in addition to
their positional information. These numbers are generally in a sequential
order and are used to store and recreate the mesh when it is saved
and loaded. The vertex IDs (and their order) are modified or reordered
whenever vertices are modified or removed.
- vertex normal
-
A normal associated with a
vertex that is used for the calculation of the curvature of the
model at that particular vertex.
- wireframe
-
A display technique that shows
a geometric object via its edges with no shading. In Mudbox, both
shading and wireframe are displayed simultaneously in Wireframe display mode.
- world space
-
The coordinate system for
the entire scene. Its origin is at the center of the scene.
- X-Y-Z coordinate system
-
A 3D coordinate system that
lets you create models with dimensionally accurate values. In the
XYZ coordinate system, the origin is the center with coordinates
0,0,0. All points are defined by three coordinates, one along the
X-axis, one along the Y-axis, and one along the Z-axis. In Mudbox,
the coordinate system is in Y-up.