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 | December, 2016 | |
City, State | new delhi, |
Question Paper
1. Some of the most basic attributes of materials include colour, transparency and
shine
texture
translucency
2. In Maya, you create surface detail with textures connected to the material of objects as
surface maps
colour maps
texture maps
3. Shading networks are designed as a data flow network, where data streams from the side of the network towards a final shaded result that emerges from the right node.
bottom
left
top
4. The material lets you use an image to specify surface relief on objects in your scene.
surface
displacement
volumetric
5. The Layered Shader has an attribute called that causes the shader type to layer materials or layer textures.
compositing flag
layering flag
blending flag
6. textures project through objects, like veins in the marble or wood.
2D
2.5D
3D
7. 3D procedural textures ignore UV coordinates.
True
False
8. File textures are scanned from photographs taken with a digital camera.
bitmaps
movies
files
9. technique lets you use either a mask file or a colour key to remove a part of the texture.
Normal mapping
Projection mapping
Stencil mapping
10. are greyscale textures you map to objects to create true surface relief.
Bump maps
Displacement maps
Normal maps
11. The soft highlights on Blinn surfaces are less likely to exhibit roping or flickering for thin highlights than the harder highlights on surfaces.
Phong
PhongE
Anisotropic
12. Specular highlights depend directly on the not the position of the light
view
angle
intensity
13. is the colour and brightness of light that a material appears to be emitting.
Ambient colour
Self-illumination
Incandescence
14. UVs act as marker points that control which points on the textures map correspond to which the mesh.
vertices
polygons
edges
15. Planar mapping typically gives UV shells.
overlapping
normalized
(c)flatten
16. What is the difference between Bump Map and Normal Map? Give an example for both.
17. Explain the following utilities available in Maya (any
Surface Luminance
Sampler Info
Blend Colours
18. Explain the following UV mapping techniques in brief with examples (any
Planar Mapping
Automatic Mapping
Camera based UV Mapping
shine
texture
translucency
2. In Maya, you create surface detail with textures connected to the material of objects as
surface maps
colour maps
texture maps
3. Shading networks are designed as a data flow network, where data streams from the side of the network towards a final shaded result that emerges from the right node.
bottom
left
top
4. The material lets you use an image to specify surface relief on objects in your scene.
surface
displacement
volumetric
5. The Layered Shader has an attribute called that causes the shader type to layer materials or layer textures.
compositing flag
layering flag
blending flag
6. textures project through objects, like veins in the marble or wood.
2D
2.5D
3D
7. 3D procedural textures ignore UV coordinates.
True
False
8. File textures are scanned from photographs taken with a digital camera.
bitmaps
movies
files
9. technique lets you use either a mask file or a colour key to remove a part of the texture.
Normal mapping
Projection mapping
Stencil mapping
10. are greyscale textures you map to objects to create true surface relief.
Bump maps
Displacement maps
Normal maps
11. The soft highlights on Blinn surfaces are less likely to exhibit roping or flickering for thin highlights than the harder highlights on surfaces.
Phong
PhongE
Anisotropic
12. Specular highlights depend directly on the not the position of the light
view
angle
intensity
13. is the colour and brightness of light that a material appears to be emitting.
Ambient colour
Self-illumination
Incandescence
14. UVs act as marker points that control which points on the textures map correspond to which the mesh.
vertices
polygons
edges
15. Planar mapping typically gives UV shells.
overlapping
normalized
(c)flatten
16. What is the difference between Bump Map and Normal Map? Give an example for both.
17. Explain the following utilities available in Maya (any
Surface Luminance
Sampler Info
Blend Colours
18. Explain the following UV mapping techniques in brief with examples (any
Planar Mapping
Automatic Mapping
Camera based UV Mapping
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