Projecting a 2D image texture onto a 3D model’s surface.The layout of the UVs define how the texture “wraps” around the object.
A technique used typically in rigging where vertices of a mesh are assigned weights typically applied with a brush tool - hence the term painting.The weight of the vertices determine how much influence different bones or deformers have on the mesh of your model.For example, it’s used to control how a character’s skin moves with its skeleton for more realistic deformation.
A rendering technique used typically for optimization that removes objects and or polygons that aren’t visible in camera. For example, backface culling removes polygons facing away from the camera.Culling reduces the computational load and improves performance.
Patterns of light created when light rays are focused through a refractive or reflective surface, like the light patterns seen on the bottom of a pool or through glass.
Refers to the arrangement of vertices, edges, and faces in a 3D model, which affects how well the model deforms during animation or how efficiently it renders.
The base color, or diffuse color of a material without any lighting or shading information. Used in physically based rendering to represent the true color of a surface under neutral lighting.
A shading phenomenon where the amount of reflectivity on a surface changes based on the angle of view.In 3D rendering and shading, the Fresnel Effect is used to simulate this phenomenon, particularly for materials like glass, water, metals, and other reflective surfaces. By adjusting the reflectivity based on the angle of incidence (the angle between the viewer and the surface), the Fresnel Effect helps create more realistic and dynamic surfaces.
A type of shading used for surfaces with directional reflection patterns. It simulates how light reflects differently based on the surface’s microscopic grooves or fibers.A concrete example of anisotropy is brushed metal, such as the surface of a stainless steel kitchen appliance or a metal watch face. When light hits brushed metal, it doesn’t reflect uniformly like it would on a smooth mirror. Instead, the reflection appears stretched or directional, following the fine grooves created by the brushing process.In 3D rendering, to achieve this effect, an anisotropic shader is used. It mimics how light behaves differently depending on the orientation of these grooves. For instance, if you look at the surface from different angles, the highlights shift and stretch along the direction of the brushing, creating that characteristic “combed” or elongated shine. This anisotropic reflection is essential for accurately rendering materials like brushed metal, hair, fabrics like satin, or even the grooves on a vinyl record.
A texture technique that alters the actual geometry of a surface by using height data, creating detailed surface variations like bumps or cracks that physically change the mesh.
Ambient Occlusion (AO) is a shading technique used in 3D rendering to simulate how light is blocked or absorbed in tight spaces, crevices, or where objects are close to each other. It adds realistic shadowing in these areas, enhancing depth and realism in the final image.
Cryptomatte is a tool used in compositing to create automatic ID mattes from 3D scenes. It generates precise masks for different objects, materials, or layers, making it easier to isolate and manipulate specific elements in post-production without the need for manual masking.
A specifically designed workflow is needed to control the different versions of assets as they get updated. This is typically employed in a 3D pipeline (C4D, Maya, Unreal Engine)
Digital-out-of-home (DOOH) refers to digital billboards that you see in Times Square, airports, along the freeway, or even at bus stops. Traditional OOH is a printed waterproof canvas. DOOH is typically LED screens that can display static and video content.
Tunein or Tune-in is the call-out text that indicates when a TV show will air. This call-out text usually consists of a short 3to 4-word show message, a date, and the network logo.
In broadcast design, especially in a broadcast design toolkit or package, a scrim refers to a corner graphic, typically a semi-opaque gradient, to make the logo bug or corner graphic stand out better against the video background.
also clay rendering or claymation rendering. It's a 3D rendering technique rooted in the traditional art of sculpting. This is a part of the early stages of a project where 3D artists use it to study the layout, camera angles, and overall composition before committing to the more time-intensive render with colors, lights, and textures.
It's a term used by streamers like Netflix, Disney+, etc... to describe a specific audience behavior - turn their service on/off depending on what content the audience is interested in watching. Streamers employ several strategies to avoid churning. One of which is by bundling many services together.
Morphing in animation is a technique where one shape transforms into another. This is achieved by creating a sequence of intermediate frames that smoothly transition between the initial and final shapes, giving the illusion of fluid transformation or by copying the paths of one shape to the other. This should not be confused with tweening, which is to create intermediate images to create the illusion of movement.
(aka Billing block) is the name of the cluster of credits found at the bottom of the movie poster. It typically uses a super condensed font to fit a lot of type in. There are rules set by the Writers Guild (WGA) and Directors Guild (DGA) for the billing block to be at least 15% the size of the movie title.
A graphical interface method of adding effects and adjustments to visual components based on linking compatible effects and directing the output.
Also known as camera right. It is used in post-production to communicate where something is on screen, especially in reference to actors or characters. An example of this would be this feedback note: "Let's change out the watch on his right wrist." The director might be referring to the character's right hand which is on the left of the screen or it could be the hand on the right of the screen. They are two different things. By specifying with "screen right" or "camera right," it is clear where the note is referring to.
Also known as screen right. It is used in post-production to communicate where something is on screen, especially in reference to actors or characters. An example of this would be this feedback note: "Let's change out the watch on his right wrist." The director might be referring to the character's right hand which is on the left of the screen or it could be the hand on the right of the screen. They are two different things. By specifying with "screen right" or "camera right," it is clear where the note is referring to.
Also known as camera left. It is used in post-production to communicate where something is on screen, especially in reference to actors or characters. An example of this would be this feedback note: "Let's change out the watch on his left wrist." The director might be referring to the character's left hand which is on the right of the screen or it could be the hand on the left of the screen. They are two different things. By specifying with "screen left" or "camera left," it is clear where the note is referring to.
Also known as screen left. It is used in post-production to communicate where something is on screen, especially in reference to actors or characters. An example of this would be this feedback note: "Let's change out the watch on his left wrist." The director might be referring to the character's left hand which is on the right of the screen or it could be the hand on the left of the screen. They are two different things. By specifying with "screen left" or "camera left," it is clear where the note is referring to.
OTS is short for Over-The-Shoulder graphics. This is used in news broadcast design to describe a graphic that appears next to the newscaster. It acts as a visual aid for the subject matter being discussed.
In film editing, a match cut is a transition from one shot to another where the composition of the two shots matches in terms of action, subject, or subject matter.In animation and motion design, a match cut can be visualized as a shape or visual element that maintains the same size, position, and animation timing.
The original software files used during production. For example, the original After Effects, Photoshop, Illustrator, Cinema4D files.
When someone pays way too much attention looking at minute details. For example, when examining the grain of a composite element to make sure it matches the film stock. Someone who pixel-fucks pays more attention to tiny details than the overall effectiveness of the shot.
A gobo is an object placed inside or in front of a light source to control the shape of the emitted light and its shadow. For studio photography purposes, the term "gobo" refers to any device that casts a shadow and various pieces of equipment that go in front of a light (such as a gobo arm or gobo head). In theatrical lighting, however, the term more specifically refers to a device placed in "the gate" or at the "point of focus" between the light source, called a lamp, and the lenses (or other optics). The exact derivation of the term gobo is unclear, although it appears to have originated in cinema studios in the 1930s. It may be an American slang abbreviation of "go-between", or "go-before" (just as New York's "SoHo" signifies the area "South of Houston Street"). Some lighting professionals believe that it is an acronym for "goes before optics" or, less often, "goes between optics."
A graphics delivery method for multiple screens within a single video file. Different rectangle areas are designated to be mapped to individual screens using a media server. This is often used with live events and experiential settings.
Pitching is the process of creating treatments for a prospective client in a bid to win a project. Pitching can be competitive against other companies. Usually, the agency/client will ask 3 studios/creatives for a pitch. Every job is unique, and not every pitch is equal, but pitches can include everything from design to storyboards, written treatments, and style frames.
A graphics delivery method for multiple screens within a single video file. Different rectangle areas are designated to be mapped to individual screens using a media server. This is often used with live events and experiential settings.
The process of creating treatments for a prospective client in a bid to try and win a project. Pitching can be competitive against other companies, usually the agency / client will ask 3 studios / creatives for a pitch. Everyone job is unique and not every pitch is equal, but they can include everything from design, storyboards, written treatments, and style frames.
In film editing, a match cut is a transition from one shot to another where the composition of the two shots matches in terms of action, subject, or subject matter.
In animation and motion design, a match cut can be visualized as a shape or visual element that maintains the same size, position, and animation timing.
OTS is short for Over-The-Shoulder graphics. This is used in news broadcast design to describe a graphic that appears next to the newscaster. It acts as a visual aid for the subject matter being discussed.
Morphing in motion design is a technique where one shape transforms into another. This is achieved by two ways. Either by creating a sequence of intermediate frames that smoothly transition between the initial and final shapes, giving the illusion of fluid transformation or by copying the paths of one shape to the other.
The original software files used during production. For example, the original After Effects, Photoshop, Illustrator, Cinema4D files.
A gobo is an object placed inside or in front of a light source to control the shape of the emitted light and its shadow.
For studio photography purposes, the term "gobo" has come to refer to any device that casts a shadow, and various pieces of equipment that go in front of a light (such as a gobo arm or gobo head).
In theatrical lighting, however, the term more specifically refers to a device placed in "the gate" or at the "point of focus" between the light source, called a lamp, and the lenses (or other optics).
The exact derivation of the term gobo is unclear, although it appears to have originated in cinema studios in the 1930s. It may be an American slang abbreviation of "go-between", or "go-before" (just as New York's "SoHo" signifies the area "South of Houston Street").
Some lighting professionals believe that it is an acronym for "goes before optics" or, less often, "goes between optics"
When someone pays way too much attention looking at minute details. For example, when examining the grain of a composite element to make sure it matches the film stock. Someone who pixel-fucks pays more attention to tiny details than the overall effectiveness of the shot.
An artist often working with the creative leads to explore concepts and ideation for projects. Often creating style frames that help the team achieve a unifed visual direction.
On bigger projects with multiple edits, editors sometimes work in teams to help process large volumes of footage, alternate edits, and assisting with any task the lead Editor needs.
Artist responsible for creating the final edit often in premiere, avid or final cut. Can be instrumental in finding the best takes, shots, timings and pacing of a piece.
Usually the lead 3D artists on the team, they help translate the overall vision from the creative leads to the 3D team. Establishing pipelines, workflows, and also helping on set making sure the artists have the required data / assets they need.
An artist who has created a singular role to focus on for their speciality.
A technical director can have a wide range of qualities but often are put into roles to help guide the team in project pipeline. Usually a hybrid role that has qualities of a developer and an artist.
An artist who doesn't specifically focus on one single role on a team, instead can serve in multiple roles.
Associate Creative Director, often mentoring under a more senior Creative Director, an ACD can be adding to a team for additional support or as a single creative lead.
One of the 12 Principles of Animation. Timing refers to the arrangement and duration of actions and movements within a sequence. It involves determining the speed and rhythm at which different elements of the animation occur, including the timing of key poses, the spacing between frames, and the overall pacing of the animation. Adjusting an animation's timing adjusts how the viewer percieves motion.
An order list of values. You can make arrays of integers, floats, strings, or vectors. Also called a Matrix in some software.
One of the 12 Principles of Animation. Pose-to-pose animation is a technique used by animators to create motion by planning out key poses or keyframes at specific points in the animation sequence, and then filling in the in between frames after. In this method, the animator starts by sketching or defining the key poses that convey the main actions or movements of the character or object being animated. Pose-to-pose animation is often used for scenes requiring precise timing, complex movements, or specific storytelling beats, such as character performances, dialogue sequences, or action sequences. The opposite technique to pose-to-pose animation is straight ahead animation, and either technique is usually chose based on an animator's personal preference.
One of the 12 Principles of Animation. Derived in the fundamentals of cel animation, straight ahead is an animation technique where an animator draws each new frame sequentially, without planning keyframes in advance. The animator will draw the first frame and continue advancing through an animation until the last frame. The opposite technique to straight ahead animation is pose-to-pose animation, and either technique is usually chosen based on an animator's personal preference.
One of the 12 Principles of Animation. Solid Drawing emphasizes the importance of creating drawings or designs with volume, weight, and depth on a two-dimensional surface. This principle helps to make characters or objects feel grounded with weight and realism.
One of the 12 Principles of Animation, coupled with follow through. Overlapping Action refers to the principle that different parts of a character move at different rates. It adds a sense of subtlety and/or complexity to main movements.
One of the 12 Principles of Animation, coupled with overlapping action. Follow through refers to the parts of an object or character that continue moving after the main action has stopped. It helps convey a sense of weight and realism.
One of the 12 Principles of Animation. Exaggeration refers to the act of amplifying specific parts of a character or object's visual look, movement, or actions. It is used to emphasize emotion, action or traits to push the boundaries of what would be realistic or expected.
One of the 12 Principles of Animation. In animation, an "arc" refers to the path traced by a moving object or character over time. This concept is based on the observation that most natural movements, whether performed by living creatures or inanimate objects, tend to follow curved paths rather than straight lines.
One of the 12 Principles of Animation. Appeal refers to the quality that makes characters, designs, and animations visually interesting and engaging to the audience. It encompasses various elements, including character design, personality, movement, and storytelling, all of which contribute to creating a connection between the viewer and the animated content.
An expoential way to add extra tessaltion to your geometry. Often shortened to SDS, a Subdivision surface can represent the extra tssalation in the viewport or only at render time.
High Dynamic Range
Lighting your 3D scene with path tracing to simulate the way light bounces off objects and surfaces in the real world.
A unit of measurement in refining the quality of your renders. Making clean (noise free) renders often requires higher samples of calcuation to reduce artifacts.
A image with low AA often has harsh stairstepping on the edges of objects. AA helps create smoother edges on objects in your scene. There are various filter types for AA and each have their own pros and cons to final image quality. Area and Box are the most commonly used.
Ways of affecting meshes / objects in a procedural way in your scene. The most common types are Bend, Twist and FFD (Lattices)
Non-Uniform Rational B-Splines. Nurbs are like vector data in that they can have infinte resolution and often used when working in procedural workflows.
A neural radiance field is a method based on deep learning for reconstructing a three-dimensional representation of a scene from sparse two-dimensional images. Often used to create a point cloud like effect from multiple images to represent them dimensionally
A method to simulate physics based motion for 3d objects. Used for cloth, rigid bodies, and even placing objects into your 3d scene. Often calculating the bounding boxes / hulls of meshes to create interactions between objects
Rigid Body Dynamics. A method of simulating physics based animation. Often working with colliding objects and colliders. Bullet is a popular Rigid Body Dynamics engine.
To convert a dynamic animation into a series of keyframes.
Volume representations using voxel grids. There is no clear direct meaning for the letters VDB but it stems from descriptions such as Voxel Data Base, Volumetric Data Blocks, and Volumetric Dynamic B+tree. VDBs can be used to store information for volumes like clouds, fog, fire, and almost any type of mesh representation.
Creating polygons with only 3 sides
The ability to take complex information from 3D and bake it out into a cache file that is often easier to read and write. Making a cache can also make sure that if working in scenes with simulations, that you can get consistent and repeatable animations.
The direction and intentionality behind edges on a mesh. Depending on the final output and use, edge flow and toplogy can be very important to real time applications, character deformations, and creating uniform surface animations. Most artist work in Quads or Tris depending on the final output and carefully construct their toplogy to create the most efficentuse of polygons.
Creating polygons with only 4 sides
Non-photorealistic Rendering. A way to create stylized renders that don't always follow the rules of tradtional photorealstic render engines. C4D has Sketch and Toon, Maya has a toon engine, and Redshift is also developing a toon based rendering engine.
A mixture of software and hardware based engines that combine descriptions of materials, lights, and cameras to create your final output. There have been dozens of render engines created over the past and are constantly changing. Most applications ship with a very basic software renderer that works with your CPU and doesn't require extra hardware. GPU render engines utilize your graphics card(s) and often game engine qualities to create fast and photorealistic renders. There are also NPR ( non-photorealistic renderers) created to capture more artistic and stylized images.
Pop-up customizable contextual menus in the 3D application Autdesk Maya
The explicit order of vertices on a mesh. Can become very important when transferring data between multiple meshes to create accurate information between the two meshes
A way to visualize concave and convex areas of a mesh in a grayscale map. Can add extra detail to meshes based on their distance and angle to itself and other meshes. Also called Ambient Occlusion.
An RGB image created to tell the surface of a mesh which direction the normals are facing. Sometimes high res meshes are baked into maps like Normal Maps to transfer high density detail to lower polygon meshes.
The process of adjusting skin deformations in proximity to bones / joints to control a characters movements.
The order of polygons and vertices that make up a 3D model surface
When working in 3D, the viewport is made up of othographic views and a perspective camera to work on your scene. Viewports are often rendered in lower quality than final renders to increase speed while working. Viewports can be configured in multiple layouts, viewed from user created camers and are often used to create playblast to preview a scene.
A black and white image used to create height information for the surface of an object
The approximation of light rays passing through a thin walled surface to represent volume. The most popular method used is Ray Marching, while older models often use path tracing.
Procedural curves / vertices created to define shapes. Splines are often used for procedural objects that can be used as data points for other types of 3d information. Type is a very common asset to use with splines so that the type can be updated.
An efficient way of duplication geometry in a scene , often as intances, to create complex animations.
A visualiation of the vertex, edge and polygon surface information as lines. Often used to quickly view mesh density and used in technical animations to showcase the inner workings of a mesh
Inverse Kinematics, a type of limited motion in 3d characters to create connection between multiple joints / bones in a rig. Often used for Legs and arms to calcuate human like movements.
Also called Light Selects, rendering out each contribution of lights in your scene to adjust in post
A 2D flat representation of a 3D object for texturing.
The interaction of light on the surface of an object or material
The base color layer of an object, also called the Albedo
One of the 12 Principles of Animation. Anticipation refers to the concept of preparing the audience for an action before it actually occurs. This principle helps make actions feel more realistic and believable. It involves adding a preparatory movement or action to indicate that a main action is about to happen.
Making sure that the overall saturation and bright values are not getting clipped and are within range of television standards. Often applied through a utility effect in After Effects. Stems from older televisions having issues properly displaying certain intense fields of color, but still used as a way to make sure there is visual parity across screens.
Areas of the screen that are protected for specific elements of the show, often for partner logos, marketing or program logos.
A modular graphic design element tied to the overall branding of the program that has a place to drop in footage. Most often used for showing "previously on" and "upcoming" moments of the program.
Selects can often refer to the hero clips to be used after a footage shoot. The takes that the client or creatives have marked as the best shots to use.
Often used when taking footage from shoots in raw formats and converting them to multiple formats that are easier for the team to work with.
A modular graphic design element tied to the overall branding that allows the editorial team to insert information at the bottom of screen. Often with no fly zones for logos and any important stationary graphics