Glossary ​

Texture-creation terminology ​

TermMeaning
Mesh / PolygonA 3D shape made of vertices and faces. A polygon is one of those faces
Mesh PartA component of a model. In HarmoFlow, each mesh part defines a texture set
UV / UV Island (Shell)Coordinates that map a 3D surface to a 2D image. A connected region of those coordinates is a UV island
Detected QuadA pair of triangles detected and treated as the equivalent of a quadrilateral
Texture SetA set of images, such as color and roughness, used by a particular part
ChannelA type of surface information, such as color, normals, or roughness
PBR / NPRPhysically based rendering using light reflection / non-photorealistic rendering, such as toon shading
BakingCalculating information such as strokes or geometry and applying the result to an image
Mesh MapAn image calculated from the model's geometry, such as curvature or occlusion
Curvature / AOThe surface's tendency to be convex or concave / how much surrounding geometry occludes it
Normal / Tangent SpaceThe direction a surface faces / a coordinate system relative to the surface, used by standard Normal textures
Object SpaceA coordinate system relative to the model itself, used for geometry-map normals and strokes
HeightHeight information used for visible surface relief, separate from editing the model's vertices
FillA layer that fills a surface with constant values, images, or generated patterns
Procedural / SeedA method of generating patterns through computation / a number that determines the pattern's arrangement
Alpha / OpacityInformation representing transparency / a setting that controls how opaque something appears
Mask / ClippingInformation defining which areas are visible / a restriction based on the painted area of the layer below
Anchor / HandleA point on a path / a control used to adjust a curve's direction and shape
Shape KeyData that blends vertex deformations by weight to change expressions or other shapes
Linear / sRGBColor values proportional to light intensity / a nonlinear encoding used for display. Color images and data maps such as roughness use different handling
VRAM / BC7GPU memory / a texture compression format for GPUs
IBL / F0 / ACESLighting from an environment image / base reflectance when viewed straight on / tone mapping that fits brightness into the display range
High-Poly / Cage / UDIMA detailed model / geometry defining the range of projection rays / a method using multiple UV tiles. These are not currently supported by mesh map baking
End of guide
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