| A | B |
| Algorithms | Rendering and Shading Techniques |
| texture | refers to image patterns rather than the “feel” of materials |
| 2D picture | most basic type of texture |
| Opacity maps | control whether a material is opaque, transparent, or translucent |
| mixing formulas | New materials can be made by combining existing library selections |
| UV mapping | is a way of trying to solve the distortion problems that occur when applying image maps |
| Tiling | allows the pattern to be repeated, much like tiles on a floor |
| Bump maps | simulate the roughness of surfaces even though the surfaces are perfectly flat |
| Bump maps again | can be produced by photographing surfaces, scanning images and actual materials, or by using software programs to draw patterns in grayscale |
| default lighting | lighting, which can be changed to create a more realistic appearance |
| U | represents the horizontal component of an image. It corresponds to the X axis dimension in 2D coordinate space |
| V | represents the vertical component of an image. It corresponds to the Y axis dimension in 2D coordinate space |
| W | represent the depth component in 3d space |
| Bump map again | settings allow the user to determin the height and depth of a texture |
| texture again | my have single or multiple colors or surfaces |
| rendering | includes the background, output size and more |
| lighting | the set fo defaults in the 3d program that make the scene realistic |
| preview | short and quick snapshots of to check the progress of your scene |
| material parameters | where opacity, transparency and transluscency can be use to control the appearance of you 3d materials |
| tiling | this is used to prevent distortion of yu materials at the first level of editing your shader |