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UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common ...
The OBJ file format is a simple data-format that represents 3D geometry alone – namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices. Vertices are stored in a counter-clockwise order by default, making ...
LightWave is composed of separate programs, primarily Modeler and Layout. Each program provides a dedicated workspace for specific tasks. When these two programs are running simultaneously, a program called Hub is used to synchronize data between the two.
Maya also offers an expression language that is a super-set of MEL, and results in nodes that are executed as part of Maya's dependency graph. Expressions are developed with Maya's expression editor, and allow scripts to trigger while Maya evaluates the scene file at each change in time, to simulate complex behaviors or perform other useful tasks.
In the florescence of Puuc architecture (such as at the ancient Maya site of Uxmal) buildings were decorated with carefully cut veneer stones set into a concrete core. The lower portion of the façades are blank with a flat surface of rectangular blocks punctuated by doorways, while the upper façade is richly decorated with intricate stone mosaics, often alternating repeated geometric ...
In computer graphics, mipmaps (also MIP maps) or pyramids [1] [2] [3] are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous.
The number of reflections, or bounces, a "ray" can make, and how it is affected each time it encounters a surface, is controlled by settings in the software. In this image, each ray was allowed to reflect up to 16 times. Multiple "reflections of reflections" can thus be seen in these spheres. (Image created with Cobalt.)
The basic object used in mesh modeling is a vertex, a point in three-dimensional space.Two vertices connected by a straight line become an edge.Three vertices, connected to each other by three edges, define a triangle, which is the simplest polygon in Euclidean space.