now Flashcards

1
Q

Tile vs. Random (mask mapping)

A
texture paint(only?), image area, n, "texture mask"(dm), "mask mapping"(dm). 
"random" is denser and more smooth/uniform
"tile" is more spread/wide, looks more like tile work?
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

full denoise(outdated)

A

compositing:use nodes(cb),nodes area, shift a, “search”, “denoise”, put in between “render layers” and “composite”
‘RL’ “noisy image” to ‘D’ “image”, ‘RL’ “denoising normal” to ‘D’ “normal”, ‘RL’ “denoising albedo” to ‘R’ “albedo”, ‘D’ “image” to “‘composite’s “Image’”, render again or “editor type”(um), “image editor”, “browse image to be linked”(use a current project’s image) left of “+ new” on lower middle, “render result”, replug ‘D’ “image” to “‘composite’s “Image’” or rerender with f12.
__Compositing is like post production.
__tick denoising data checkbox first.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

material preview mode

A

upper right/ z, select

used to preview material properties in low res/realtime

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

node wrangler

A

(Shading)edit, preferences, add-ons, serach: node wrangler(cb)

adds a “viewer” node above “material output” module.

ctrl+shift+LM to connect module to “viewer”(preview)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

noise texture

A

shading(in node area): shift+a, texture(em), noise texture.
__places noise texture layout on object.
__can ctrl+shift+LM to connect module to “surface”(preview)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Allows changes to the object’s fruited noise texture to not be grainy/sandy/chalky.

A

[shading] node area, shift+a, input(em), texture coordinate, TC’s “object” node to Noise Textures’s “vector” node.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Brings Noise Texture’s layout to fruition

A

shading workT: node area, shift+a, vector(em), displacement.
take “noise texture”s fac(tor) to “displacement”s height, then “displacement’s” displacement to “material output’s” displacement.
From here you can/should reconnect “Principled BSDF’S” BSDF to “Material Output’s” surface node.
can be done by dragging node tether or, ctrl+shift+LM.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Actual warping of surface mesh.
Image warping on surface mesh.
both image and actual warping of surface mesh.
(I think)

A

materials properties, settings(dm),surface(dm),displacement(dm)
__displacement only: warps surface mesh.
__bump only: warped image on surface mesh.
__displacement and bump: warped image and surface mesh.
((I think))

How well did you know this?
1
Not at all
2
3
4
5
Perfectly