Reference > Glossary >
Glossary N to Z

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

  A collection of objects.

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.