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3DTEXTURING SA1
| Question | Answer |
|---|---|
| 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 |