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3DTEXTURING SA1

QuestionAnswer
M1
What attribute simulates light scattering beneath an object's surface? Subsurface Scattering
What attribute makes a material appear to emit incandescent light? Emission
Which panel lists materials, textures, and lights? Browser
What tab allows you to organize shaders into separate groups? Bins
Which parameter is suitable for materials like concrete or plaster? Diffuse Roughness
Which shader is physically-based and capable of producing many materials? Standard Surface
Which window is used to build and edit materials while previewing results? Hypershade
Where is the shader network created using node editing? Work Area
Transmission is used to create materials like glass or water. True
Nodes cannot be added by dragging them from the Create tab. False
Metalness values can only be either 0 or 1. False
Fresnel is present in all materials in some form. True
Fresnel is present in all materials in some form. True
The Material Viewer only supports the Arnold renderer. False
Materials that have a directional bias. Anisotropic
Panel used to preview soloed materials. Material Viewer
Reflects light with a directional bias. Anisotropy
Attribute used for materials like gold or silver. Metalness
Attribute used for materials like wax or milk. Subsurface Scattering/ sss
Defines material Fresnel Reflectivity. Index of Refraction
Reflections that have no directional bias. Isotropic
Anisotropy causes materials to appear rougher in certain directions. True
What attribute controls the glossiness of specular reflections? Roughness
Which attribute is used to tint a specular highlight? Specular Color
The Property Editor is optimized to show only attributes affecting the shade. True
The Master Bin displays all available shaders. True
Panel used to preview soloed materials. Material Viewer
This allows you to organize shaders into groups Bins
Allows light to scatter through the surface. Transmission
SSS is necessary for realistic rendering of human skin. True
Input and output connections are also called ________ icons. Graphing
Specular color should be monochromatic for non-metallic surfaces. True
M2
What tool attaches UVs along selected borders without moving shells? Sew
What is used to visualize distortion in the UV Editor? Distortion Shader
What happens to textures without proper UV mapping? Stretched or Warped
Which tool unwraps UVs while attempting to prevent overlaps? Unfold
Which projection is best for objects completely visible from one camera angle? Planar
What is the standard coordinate range for UV texture space? 0 to 1
Which tool aligns UVs within a specific angle tolerance? Straighten UVs
Which function rotates shells to run parallel to a selected edge? Orient to Edges
UV mapping is only important for painting colors. False
Stitch Together moves one shell towards another. True
Cylindrical mapping is best for objects with hollow parts. False
UV shells should generally be kept outside the 0 to 1 region. False(Should be inside the 0 to 1 region)
Layout automatically maximizes usage of the UV space. True
Texture Borders can be displayed in the UV Editor. True
Tool that maximizes the 0-1 UV space. Layout
Representation of a 3D model’s flattened surface. UV
Area where UVs are interactively edited. UV Editor
Aligns adjacent UVs whose edges are within a certain angle tolerance. Straighten UVs
Mapping used for spheres or globes. Spherical Mapping/ Spherical
Rotates selected UV shells so they run parallel to the most adjacent U or V axis. Orient Shells
Which axes define the 2D coordinate system for texturing? U and V
What is a UV map essentially? 2D representation
Straighten Shell attempts to untangle UVs within a shell border. True
UVs reside with vertex component information. True
Blueprint for wrapping textures on 3D objects. UV Map
Action that separates UVs along edges. Cut
Two-dimensional texture coordinates. UV
The UV Editor allows interactive editing of texture coordinates True
Created by: user-1957417
 

 



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