Picking up where we last stopped. Here are the words between Q and T.
The others can be found here:
Part 1: A - E
Part 2: F - L
Part 3: M - P
A method of displaying 4 viewports for you to view your model. The standard viewports are usually top, front, side and perspective.
A technique for rendering scenes. Raytracing traces the path of every single light from its source until it leaves the scene or is to dim to be visible in the current image.
An environment map used to simulate real world reflection effects. They render quicker than other methods such as raytracing.
The process of converting the 3D data stored in a software package into the two-dimensional image “seen” by the camera within the scene. Rendering brings together the scene geometry, Z-depth, surface properties, lighting set-up and rendering method to create a finished frame.
When preparing a 3D model for animation, you usually add in an underlying skeleton. This makes everything easier to animate. This skeleton is linked to the model. That process is known as rigging. When this process is completed, you refer to it as a rigged character.
A set of 3D objects. This includes the models themselves, lights, cameras etc.
The process of calculating how the model’s surface should react to light.
When binding the surface of a model to the skeleton during character rigging.
A network of bones used to define and control the motion of a model during character animation. Moving a bone causes the mesh of the model to move and deform.
The automatic alignment of one object to another or to a reference grid. This is used when extreme precision has to be taken into account.
Soft Body Dynamics
Simulates the behaviour of models that deforms when they collide with other objects. Such as a cloth on a table.
A property which determines the way in how highlights appear on the specified surface.
A modeling option which duplicates the model across a specified axis. This is used a lot for organic modeling as only one half of the model has to be modeled.
An image that is applied to a 3D model to give it detail. They can be photographs or CGI. They can be applied to each of the material channels.
The process by which NURBS surfaces are edited. This allows 3D artists to define areas that will be made invisible, and also not render them. Theoretically they still exist and you can also still edit them if you please. This is used to get rid of pieces in the model that will never be seen.
In the next part, I will finish up with the common 3D terms, I will also add a downloadable PDF document with all of these words if you wish to download them for future references.