CAP 201a - Computer Animation I

Review for Final Exam (This test will not be cumulative.)

The following questions are provided to help you study for the last test. Do not expect to see these exact questions on the test.

  1. What are three methods of opening the Material Editor?

  2. What must you do to render one frame to the screen if you have already rendered a movie of the current scene?

  3. What is a specular highlight?

    What property of a specular highlight controls its brightness?

    What property of a specular highlight controls its size?

  4. What do gray triangles in the corners of a material sample slot mean?

    What does it mean if the triangles are white?

  5. Assume you have assigned a bitmap to the diffuse color map property of a sample. How can you assign it to the currently selected object in your scene?

  6. Assume you have assigned the material to the object in the scene, but you still cannot see it in the viewport. What should you click to make it visible?

  7. Assume you have assigned the wrong bitmap to a map channel. What can you do to remove the map from that channel, without replacing it with another one? There are two answers.

  8. Troubleshooting: assume you are trying to use a map in a scene that someone else has worked on. You open the material editor, and see the map you want to use in two sample slots. The first one shows the map material on a sphere in the sample slot. The second one shows the map material on a rectangle, filling the sample slot. Only one of these will work. Which one?

  9. How do you adjust a texture map to make it look bumpy?

  10. What is the effect of decreasing the Glossiness of a material?

  11. What is an MSO material? How can you create one?

  12. What is UVW mapping?

  13. Why is planar mapping suited to mapping a flag, but box mapping is not? Which would have been better for the Red Rocket side view reference plane?

  14. What are the three kinds of lights used in three-point lighting? Why might you have more than three lights?

  15. What color is the ambient light in standard daylight?

  16. What is the default color of ambient light in 3DS Max?

  17. What are the two types of standard 3DS Max spotlights, and what is the difference between them?

  18. What is a hot spot?

  19. What is a falloff?

  20. How many default lights can you have in a scene?

  21. What action would remove the default light(s) from a scene?

  22. What is the purpose of the Multiplier field for a light? What rollout does it appear on?

  23. In the real world, what is attenuation?

  24. What property changes the distance between an object and its shadow?

  25. What does the Size property of a shadow affect?

  26. What is the effect of excluding an object from a light?

  27. What are three ways to open the Render Setup dialog box?

  28. Discuss the options under Time output in the Render Setup dialog box. When might you use each of those options?

  29. Why does the Render Setup dialog box contain an E-mail Notifications option?

  30. What is the basic difference between the default scanline renderer and the mental ray renderer?

  31. What are the two basic types of cameras in 3DS Max?

  32. What is the relationship between the focal length and field of view properties of a camera lens?

  33. What are the three basic types of camera lens, based on focal length, and what numeric ranges apply to those labels?

  34. What do these camera terms mean?
    1. pan
    2. truck
    3. dolly
    4. push/pull
    5. crane shot

  35. What would you use to combine several separate renders of a scene?

  36. What is the Clone Rendered Frame Window button for? What does it allow you to do that you can't do without it?

  37. What is the Index of Refraction of a material?

    Why would you need to know this number for a material in a scene?

  38. Why do you use raytracing in a scene?