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| .gif | a graphics compression format, used for images with broad areas of single colors |
| .jpg | - a graphics compression format, used for photographs and images with small areas of many shaded color |
| Anisotropic | simulates a material with grooves like a record or brush finished metals; specular highlighting is influenced by these grooves |
| Attribute | properties of a material |
| Blinn | properties of a material |
| Bump map | mathematically defined patterns of texture that are applied to surfaces during rendering and are not modeled |
| Eccentricity | controls the size of highlights on a surface |
| Lambert | default surface material has no eccentricity or specular highlighting |
| Material | group of attributes that collectively describe basic behaviors of points on a surface |
| Maya | three dimensional modeling environment developed by Alias|Wavefront |
| Model | a collection of points in a three axis coordinates system, and the description of how these points connect to each other; can also include shading information |
| Modeling environment | program interface that provides visual interaction with a model, and can also allow developers to animate and render models |
| Node | each property of a shading network, like color, bump mapping and reflectivity, is represented by a node. The connections between nodes define how the surface will behave. |
| Phong | simulates highly reflective surfaces with heavy specular highlights |
| Shader | see shading network |
| Shading network | system of connected attributes that define the properties of a model's surface |
| Specular roll-off | gives objects the ability to reflect other surfaces or reflect a specified color |
| Surface | a two dimensional area of a model defined by a set of points |