← Animation Glossary

Network rendering

Network rendering is when a group of computers work together to make a really cool animated movie. Instead of just one computer doing all the work, many computers share the job and make the movie faster and better!

Please note that Network rendering is not directly applicable to Brush Ninja.

Network rendering is a technique used in animation to distribute the rendering workload across multiple computers connected to a network. Instead of relying on a single computer to render an entire project, network rendering allows the workload to be distributed among multiple computers, which can significantly reduce the time required for rendering.

By using network rendering, animators can take advantage of the collective computing power of multiple machines to render high-quality animations more quickly. This technique is particularly useful for large-scale projects that require heavy processing power and can take days or even weeks to render on a single machine.

The process involves setting up a render farm - which is essentially a group of computers connected together on a network - and installing specific software that allows them to communicate with each other and work together. The animation files are then divided into smaller segments, with each segment assigned to a particular computer on the network for rendering.

Once all the segments have been rendered, they are automatically sent back to the main computer where they are combined into a completed animation. This results in significant time savings and allows animators to focus on other aspects of their work while the rendering process takes place in the background.

Animation Terms

2

2D Animation

3

3D Animation

A

Alpha Channel

Ambient sound

Animation

Anti-Aliasing

Anticipation

Aspect Ratio

B

Bezier Curve

Bitmap

Blue Screen

Bone Animation

Bounce

Broadcast Standards

C

Camera Angle

Camera Shake

Casting

Cel Animation

Character Animation

Character Design Sheets

Cinematic lighting

Claymation

Clean-up

Close-up

Color Correction

Color Grading

Compositing

Composition

Concept Art

Continuity editing

Cross-cutting

Cut

Cutout nimation

D

Depth of Field

Dialogue

Dissolve

Distributed Rendering

Dolby Atmos

Dope Sheet

Dutch Angle

E

Easing

Emitter

Exaggeration

Eyedropper

F

Foley

Follow through

Forward Kinematics

Frame Rate

Frame

Framing

Freeze Frame

G

Ghosting

GIF File Format

Golden Ratio

Graph Editor

H

High key lighting

Hue and Saturation

I

Inertia

Infographic Animation

Inverse Kinematics

J

Joint

JPEG File Format

Jump cut

K

Keyframe Interpolation

Keyframe

Kinetic typography

L

Layers

Lens distortion

Level of Detail

Lighting

Line of action

Lip syncing

Low key lighting

M

Match cut

Matte painting

Montage

Morphing

Motion blur

Motion capture

Motion graphics

Motion path

Motion trail

Mouth shapes

MP3 File Format

MP4 File Format

N

Network rendering

Non-linear editing

O

Occlusion culling

Onion skinning

Overlapping action

P

Pan

Parallel rendering

Particle system

Persistance of Vision

Phonemes

Playback speed

Plot

PNG File Format

Pose-to-pose animation

Props

Puppet animation

R

Render farm

Rendering

Resolution

Rigging

Rotoscoping

Rule of thirds

Run cycle

S

Safe zone

Scene

Score

Screenplay

Script

Shot

Silhouette

Skeletal animation

Slow Motion

Smears

Sound Design

Sound effects

Soundtrack

Special Effects

Split screen

Squash and Stretch

Staging

Stop Motion Animation

Storyboard

Straight-ahead Animation

T

Time Remapping

Timeline

Timing

Title Card

Title Sequence

Tracking shot

Tweening

V

Vector graphics

Visemes

Voice acting

Voice-over Narration

W

Walk cycle

WebM File Format

Weighting

Wide shot

Z

Z-depth

Zoom

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