2011

Table Of Contents
reflection color The color of a highlight on shiny material. Also called specular
color.
reflection mapping Creates the effect of a scene reflected on the surface of
a shiny object.
refraction How light distorts through an object.
regenerate To update a drawing's screen display by recomputing the screen
coordinates from the database. See also redraw. (REGEN)
region Two-dimensional enclosed areas that have physical properties such as
centroids or centers of mass. You can create regions from objects that form
closed loops. They area commonly created in order to apply hatching and
shading. (REGION)
relative coordinates Coordinates specified in relation to previous coordinates.
relax constraints Ability to temporarily ignore constraints while editing
geometry. After the geometry is edited, the constraints are either removed or
retained based on whether the constraint is still valid for the edited geometry.
RGB For red, green, and blue. A system of defining colors by specifying
percentages of red, green, and blue.
roll arrows Curved arrows located above the ViewCube tool with which you
can rotate the current view 90 degrees clockwise or counterclockwise.
roughness Value to simulate how light hitting a face is reflected back to the
user. A high roughness value simulates a non-shiny or rough object
(sandpaper/carpet). A low roughness value simulates a very shiny object
(metals, some plastics.)
row A horizontally adjacent table cell selection spanning the width of the
table. A single row is one cell in height.
rubber-band line A line that stretches dynamically on the screen with the
movement of the cursor. One endpoint of the line is attached to a point in
your drawing, and the other is attached to the moving cursor.
running object snap Setting an Object Snap mode so it continues for
subsequent selections. See also Object Snap mode and object snap override.
(OSNAP)
sampling Sampling is an anti-aliasing technique. It provides a "best guess"
color for each rendered pixel. The renderer first samples the scene color at
locations within the pixel or along the pixel's edge, then uses a filter to
combine the samples into a single pixel color.
1028 | Glossary