Exam Details
Subject | Character setup | |
Paper | ||
Exam / Course | Bachelor of Arts in 3D Animation and Visual Effects | |
Department | School of Journalism and New Media Studies (SOJNMS) | |
Organization | indira gandhi national open university | |
Position | ||
Exam Date | June, 2016 | |
City, State | new delhi, |
Question Paper
1. Surface shading is a combination of the basic an object and any textures that are
colour
shader
material
2. In visual arts, a is any kind of surface detail both visual and tactile.
shader
texture
material
3. A is a collection of connected rendering nodes that defines how colours and textures contribute.
shading network
texturing network
mapping network
4. materials represent the types of surfaces onto which you can map textures.
Surface
Displacement
Volumetric
5. You can create when you want to use more than one material for an object.
layered textures
layered materials
layered shaders
6. textures wrap around an object, like gift wrapping.
2D
3D
2.5D
7. Procedural textures are 2D or 3D plots of mathematical functions that have limitations in resolution.
True
False
8. File textures filter is better than most textures and can result in better image quality.
2D
3D
procedural
9. technique projects the texture through 3D space like a slide projector.
Normal mapping
Projection mapping
Stencil mapping
10. are greyscale textures you map to objects to create the illusion of surface relief.
Bump maps
Displacement maps
Normal maps
11. The appearance of specular highlights of a/an material depends on the properties of these grooves and their orientation.
Phong E
Blinn
Anisotropic
12. Shiny objects reflect light directly; matte objects light.
deflect
absorb
diffuse
13. If the Transparency Value is the surface is totally
transparent
opaque
invisible
14. UVs are dimensional texture coordinates that reside with the vertex component information for polygonal and subdivision surface meshes.
three
two
uni
15. creates UVs for a polygon mesh by attempting to find the best UV placement by simultaneously projecting from multiple planes.
Planar mapping
Automatic mapping
Camera mapping
Answer the following questions in brief. Each question carries 5 marks.
16. Differentiate between Blinn and Anisotropic shaders. Give two different real world examples for each shader.
17. Define any two of the following passes. How can they be used in a composition?
Beauty Pass
Shadow Pass
Ambient Occlusion Pass
18. Write down the process of unwrapping a torso in the brief. Mention every step from creating the UV layout to exporting the UV layout.
colour
shader
material
2. In visual arts, a is any kind of surface detail both visual and tactile.
shader
texture
material
3. A is a collection of connected rendering nodes that defines how colours and textures contribute.
shading network
texturing network
mapping network
4. materials represent the types of surfaces onto which you can map textures.
Surface
Displacement
Volumetric
5. You can create when you want to use more than one material for an object.
layered textures
layered materials
layered shaders
6. textures wrap around an object, like gift wrapping.
2D
3D
2.5D
7. Procedural textures are 2D or 3D plots of mathematical functions that have limitations in resolution.
True
False
8. File textures filter is better than most textures and can result in better image quality.
2D
3D
procedural
9. technique projects the texture through 3D space like a slide projector.
Normal mapping
Projection mapping
Stencil mapping
10. are greyscale textures you map to objects to create the illusion of surface relief.
Bump maps
Displacement maps
Normal maps
11. The appearance of specular highlights of a/an material depends on the properties of these grooves and their orientation.
Phong E
Blinn
Anisotropic
12. Shiny objects reflect light directly; matte objects light.
deflect
absorb
diffuse
13. If the Transparency Value is the surface is totally
transparent
opaque
invisible
14. UVs are dimensional texture coordinates that reside with the vertex component information for polygonal and subdivision surface meshes.
three
two
uni
15. creates UVs for a polygon mesh by attempting to find the best UV placement by simultaneously projecting from multiple planes.
Planar mapping
Automatic mapping
Camera mapping
Answer the following questions in brief. Each question carries 5 marks.
16. Differentiate between Blinn and Anisotropic shaders. Give two different real world examples for each shader.
17. Define any two of the following passes. How can they be used in a composition?
Beauty Pass
Shadow Pass
Ambient Occlusion Pass
18. Write down the process of unwrapping a torso in the brief. Mention every step from creating the UV layout to exporting the UV layout.
Other Question Papers
Departments
- Centre for Corporate Education, Training & Consultancy (CCETC)
- Centre for Corporate Education, Training & Consultancy (CCETC)
- National Centre for Disability Studies (NCDS)
- School of Agriculture (SOA)
- School of Computer and Information Sciences (SOCIS)
- School of Continuing Education (SOCE)
- School of Education (SOE)
- School of Engineering & Technology (SOET)
- School of Extension and Development Studies (SOEDS)
- School of Foreign Languages (SOFL)
- School of Gender Development Studies(SOGDS)
- School of Health Science (SOHS)
- School of Humanities (SOH)
- School of Interdisciplinary and Trans-Disciplinary Studies (SOITDS)
- School of Journalism and New Media Studies (SOJNMS)
- School of Law (SOL)
- School of Management Studies (SOMS)
- School of Performing Arts and Visual Arts (SOPVA)
- School of Performing Arts and Visual Arts(SOPVA)
- School of Sciences (SOS)
- School of Social Sciences (SOSS)
- School of Social Work (SOSW)
- School of Tourism & Hospitality Service Sectoral SOMS (SOTHSM)
- School of Tourism &Hospitality Service Sectoral SOMS (SOTHSSM)
- School of Translation Studies and Training (SOTST)
- School of Vocational Education and Training (SOVET)
- Staff Training & Research in Distance Education (STRIDE)
Subjects
- 3d basics - i
- 3D BASICS - II
- 3d basics-ii
- 3d design
- Animation production Pipeline
- ART OF EDITING
- Basics Of Film Making - I(Group A)
- BASICS OF FILM MAKING - II
- Basics of film making-i
- Case Studies
- Character animation
- Character setup
- Compositing
- Digital enhancement
- Digital Enhancement (Group A)
- Editing
- Fx
- Look development
- Match moving
- The art of editing