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.