EAE 1050 Quiz 2

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Cabinet Projection

A type of Oblique Projection relies on first drawing one side of an object as it would appear looking directly at it (without any scaling or rotation)

Metallic (Shader Properties)

Affects the reflectivity and light response of the surface. It makes a surface more metal like, which causes it to reflect more of its surroundings and lose some of its albedo color. The texture here can control different settings per section of texture

Specular and Glossiness Workflow (Shader Properties)

An close alternative to metal-rough with only tiny differences. Glossiness is the inverse of roughness map

Linear Perspective

As objects become more distant, they appear to get smaller in size. as parallel lines recede in space, they appear to converge at a point

Color

Colors that are warm in hue tend to advance. Colors that are cool in color tend to recede. Areas of high contrast tend to come forward, while areas of low contrast tend to recede. Colors with high saturation tend to advance, colors with low saturation tend to recede

Aerial/Atmospheric

Distant objects are seen through a layer of air or atmosphere that makes them appear more soft and diffuse. Shapes that are blurry and less distinct appear farther away. This can be enhanced with color. Giving foreground elements high contrast, and background elements cooler and paler colors will create this effect

Emission (Shader Properties)

Emits light, controlling color and intensity. It makes objects appear self-illuminated. Emissive objects will remain light even when the scene is dark. Useful for things like monitors, bioluminescent fish in Subnautica, etc

Advantages of Wireframe 3D vs just 2D methods

Flexibility, ability to change angles or animate images with quicker rendering of the changes; Ease of rendering, automatic calculation and rendering photorealistic effects rather than mentally visualizing or estimating; Accurate photorealism, less chance of human error in misplacing, overdoing, or forgetting to include a visual effect.

Smoothness/Roughness (Shader Properties)

Handles what's abstractly called the microsurface detail -- or basically how diffuse or reflective an object's surface is. With a very smooth surface rays will bounce off at consistent angles, creating smooth reflections

Hybrid Images

Images containing many spatial frequencies

Oblique Projection

Oblique rays hit the canvas at angle between 0 and 180 that's not 90 degrees. This results in completely arbitrary scaling of dimensions and angle proportions. the resulting images often appear distorted

Secondary Map (Shader Properties)

Overlays another Albedo, usually for levels of detail. Usually you will have a small repeating texture on one and a broad, larger texture on another. Saves you from having to have a super high detail texture. The detail mask allows you to remove this smaller texture from parts of your model

ways to create visual weight

Points create weight on whatever they are pointing at. Tangents create weight. Right side of the piece naturally has more weight due to how we read. Bottom of the piece naturally has more weight due to gravity.

Shading

Replicating the way light falls on an object creates space

Maya Model Cleanup

Set the Pivot Point to a Logical Place (D and hold V to Vertex Snap) Set to 0, 0, 0 in World Space Freeze Transformations Rename SM_CompanionCube_001 (check in Channel Box and Outliner) Delete All History (select object and ctrl-shift-delete or Edit > Delete all by Type > History) Export as FBX - Under the Geometry Dropdown turn off Smooth and Triangulate

Size

Smaller elements appear to be further away, while larger elements appear to be closer

Ambiguous

Space is THIS when it can alternate between two different spatial illusions, meaning certain elements can seem to either advance or recede

Impossible

Space is considered THIS when it creates an illusion that is in contradiction with our visual experience in reality

Trimetric

The angles between all three axes are different, and, as a result, each axis is also foreshortened by a different amount retains the sense of symmetry found in isometric and dimetric projections, but it's a bit more stylized

Figure/Ground Problems

The figure and the ground compete. The figure should be the ground and the ground should be the figure. The figure and ground create an optical illusion.

Structure

The manner in which a composition is organized

Direction

The orientation of the camera in space: the angle and direction is the camera looking at the game from. This can be static, but will likely change, or may be player controlled.

Volume

This can be achieved with linear perspective, or showing several sides of the object, but volume is also created through using shading

Height Map (Shader Properties)

This is a lot like a normal map, but more pronounced and expensive -- they are usually used together. While a normal map modifies how light reflects off the surface, a height map will reshape the pixels on the texture based on the position of the camera relative to the object. The height map is a gray scale image with white representing high points and black representing low points

Storage of Meshes

Vertex List: A list of Vector3s (x, y, z coordinates) Face List: A list of Vector3s (vertex1, vertex2, vertex3)

Overlapping

When one shape overlaps or partially covers another shape, it appears to be in front of the other shape. This creates a basic sense of depth, but is usually limited without the use of other elements

Horizon Line

a horizontal line that runs across the picture plane and corresponds to the eye level of the viewer

Golden Ratio

a spiral constructed from squares

Normal Map (Shader Properties)

a type of bump map, and they allow you to add detail like notches and grooves by simply changing the way light is reflected on the surface, rather than the actual model geometry. Great for small details -- things like bolts and rivets are represented much faster as light modulations rather than hard geometry

Low Spatial Frequency

blurry

Occlusion Map (Shader Properties)

determines how much indirect lighting a part of a model should get. Normally generated by 3D software, but can be edited manually

Albedo (Shader Properties)

determines the base color of the mesh surface. You can specify a base color, but it's far more common to assign a texture. The Albedo texture should not contain any light data, as that will all be simulated by the shader. Albedo can also handle Alpha

Winding Order

determines which side of a face is facing the camera. If the winding order is clockwise, clockwise faces will be directed at the camera

Rule of Thirds

divide your design into three rows and three columns

Axonometric

easiest way to tell them apart is to draw a circle around the corner of a cube where the three axes meet Isometric Dimetric Trimetric

High Spatial Frequency

easily interpreted up close, but are not visible from a distance

Movement

how the eye wants to move across a piece

Apparent Direction

if an object is skewed to appear as if it is moving deeper into the space in the image

Spatial Frequency

like resolution -- the density at which information is encoded in the image

Vanishing Points

locations where receding parallel lines meet

Rule of Odds

odd number of elements placed in the foreground, most commonly three

Hierarchy

order of importance of the elements in the composition

Orthographic

relies on a lack of perspective and a consistent relationship between its axes

Perspective Projection

relies on the concept of a focal point The camera's angle and position don't really matter as the entire scene recedes out into the distance

Materials

responsible for determining the color and lighting of the mesh The contents appearance is the result of the lighting context being applied through the material

Space

the creation of a sense of 3D space within a picture plane A picture can be flat, shallow, or deep

Projection

the method used to represent three dimensional objects and on a two dimensional plane (i.e., a screen). There are various ways of accomplishing this, and each technique has a deep impact on a game's look and mechanics.

Figure (Positive space) Ground (Negative space)

the perceived active and inactive elements in a composition. If you write words on a page, the words become the figure, and the blank page is the ground

Shaders

the program that tells the GPU how to render the object to the screen coded specifically for the GPU, and offload work to the GPU

Content

the properties of the object being lit

Composition

the result of all the visual elements, each with its own characteristics, interacting with one another

Isometric

the scale of all three dimensions — x, y and z — is identical, and the angle between each axis is 120 degrees

Meaning

the story behind the piece

Context

the surrounding light data

Dimetric

two axes must be proportionally foreshortened and result in an identical angle

Three-Point

used when viewing an object from above or below, where none of the object's edges are parallel to the picture plane. In this case, a corner of the object is facing the viewer, and the sides trail off towards three vanishing points

Two-Point

used when viewing an object from an angle, where only the height of the object is parallel to the picture plane. An edge of the object is facing the viewer, and the two sides trail off toward vanishing points

One-Point

used when viewing the front face of an object, where the height and width of the object are parallel to the picture plane


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