3D Phrasebook

This is a simplified explanation of our most used 3D phrases.

3D modell


3D modell

Model of the object that is to be visualised. Ex: a house, a building, a product or a detail. This is also called: 3D geometry, 3D file, 3D object.

3D coordinates

An objects position is defined with: X, Y, Z –values. These values can be positive or negative.

3D modelling

In this process, the model is built by polygons.

Polygons

Multisided, geometrical shapes, the cornerstones of a 3D model. Several polygons are put together to a mesh that represents the finished model.

Extrude

A technique that means that you “pull out” a 2D plan to create a 3D model.

Boolean operation. A technique that ads or subtracts geometry from one model to another.

Material


3D material

A colour or image in several layers that is applied to the 3D model in order to simulate a material from the real world. Also called: 3D texture, 3D shader.

3D texturing

To apply material to a model.

3D Scene


3D Scene

After the modelling and texturing, several models are put into a virtual set. This set is called a 3D Scene. Also called: Virtual stage.

3D view

Describes what side you are viewing the model from: Front, back, left, right, top, camera or perspective.

Light


Lightsetup

To light up the scene and the objects with different types of lights.

Spotlights

One of many light-types that is used in a 3D scene.

IES lights

Realistic light “profiles” from lamps in the real world. This makes a lamp look the same in the real and the virtual world.

Camera


Camera

The virtual world uses cameras in the same way as they are used in a TV studio or film-set.

Camera view

The way the camera is facing, this corresponds to the view of the final image.

Camera angle

As in photography the 3D camera has different lenses, - normal, tele and wide angle.

Render


Render

The term Render means “to generate an image”. This is the final step in the 3D visualisation process. This is where all the settings and values are used to calculate a 3D image.


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