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50 Cards in this Set

  • Front
  • Back
Alembic Archive
Loads the objects from an Alembic scene archive (.abc) file into the object level.
Alembic Xform
Loads only the transform from an object or objects in an Alembic scene archive (.abc).
Ambient Light
Adds a constant level of light to every surface in the scene (or in the light’s mask), coming from no specific direction.
Animation Rig Biped Arm
Provides parameters to animate the arm for a biped character.
Animation Rig Biped Hand
Provides parameters to animate the hand for a biped character.
Animation Rig Biped Head and Neck
Provides parameters to animate the head and neck for a biped character.
Animation Rig Biped Leg
Provides parameters to animate the leg for a biped character.
Animation Rig Biped Spine
Provides parameters to animate the spine for a biped character.
Animation Rig Character Placer
Provides parameters to animate the character placer.
Animation Rig Quadruped Back Leg
Provides parameters to animate the back leg for a quadruped character.
Animation Rig Quadruped Front Leg
Provides parameters to animate the front leg for a quadruped character.
Animation Rig Quadruped Head and Neck
Provides parameters to animate the head and neck for a quadruped character.
Animation Rig Quadruped IK Spine
Provides parameters to animate the IK spine for a quadruped character.
Animation Rig Quadruped Tail
Provides parameters to animate the tail for a quadruped character.
Animation Rig Quadruped Toes
Provides parameters to animate the toes for a quadruped character.
Atmosphere
Creates a fog effect when rendered.
Biped Animation Rig
Provides parameters to animate the biped autorig.
Biped Deform Rig
Provides parameters to control the display of the biped autorig.
Blend
Switches or blends between the transformations of several input objects.
Bone
The Bone Object is used to create hierarchies of limb-like objects that form part of a hierarchy ...
Camera
You can view your scene through a camera, and render from its point of view.
Debris
Emits particles from the edges of separating fractured rigid bodies.
Dop Network
The Dop Network Object contains a dynamic simulation.
Environment Light
Environment Lights provide background illumination from outside the scene.
Extract Transform
The Extract Transform Object gets its transform by comparing the points of two pieces of geometry.
Fetch
The Fetch Object gets its transform by copying the transform of another object.
Fur
Creates fur geometry for rendering with a Mantra Fur Procedural.
Geometry container
Container for the geometry operators (SOPs) that define a modeled object.
Handle
The Handle Object is an IK tool for manipulating bones.
Indirect Light
Indirect lights produce illumination that has reflected from other objects in the scene.
Instance
Instance Objects can instance other geometry, light, or even subnetworks of objects.
Light
Light Objects cast light on other objects in a scene.
Light template
A very limited light object without any built-in render properties. Use this only if you want to build completely custom light with your choice of properties.
Microphone
The Microphone object specifies a listening point for the SpatialAudio CHOP.
Muscle
Creates a smooth muscle surface you can use to deform a character’s skin in a realistic way.
Null
Serves as a place-holder in the scene, usually for parenting. this object does not render.
Path
The Path object creates an oriented curve (path)
PathCV
The PathCV object creates control vertices used by the Path object.
Quadruped Animation Rig
Provides parameters to animate the quadruped autorig.
Quadruped Deform Rig
Provides parameters to control the display of the quadruped autorig.
Rivet
Creates a rivet on an objects surface, usually for parenting.
Sound
The Sound object defines a sound emission point for the Spatial Audio chop.
Stereo Camera Rig
Provides parameters to manipulate the interaxial lens distance as well as the zero parallax setting plane in the scene.
Stereo Camera Template
Serves as a basis for constructing a more functional stereo camera rig as a digital asset.
Sticky
Creates a sticky object based on the UV’s of a surface, usually for parenting.
Sticky Blend
Computes its transfrom by blending between the transforms of two or more sticky objects, allowing you to blend a position across a polygonal surface.
Subnet
Container for objects.
Switcher
Acts as a camera but switches between the views from other cameras.
Three Point Light
A classic lighting scheme for key, fill and rim lights. Use this light for a basic illumination of objects in a scene.
Whitecaps
Emits particles from the leading edges of a Particle Fluid wave, when the sharpness of the wave crest reaches a certain threshold.