3ds Max certification prep

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1 3ds Max certification prep Study online at quizlet.com/_25oorz Frames per second Frames per second, Europe Frames per second, Americas and Japan 4. Absolute mode, off set mode 5. How many frames per second is Film? How many frames per second interleaved is PAL and where is it mainly used? How many frames per second interleaved is NTSC video and where is it mainly used? The two types of modes available for the transform type-in boxes. (put in Alphabetical order) Allows the segments on either side of the vertex to be at any angle 10. Locks the stack and all Modify panel controls to the selected object's stack. You can continue to edit the object even if you select a different object in the viewports. 11. Area Light Light that comes from a geometric area rather 12. Area Shadows than a point (useful for soft shadows) Provides Soft shadows Advanced Ray Traced Shadows The color of the object, this is where you add your png image to be displayed on the outside normal of an object 8. Optimized version of ray Tracing shadows with better controls. A type of deformable object. It is a trimesh: that is, it uses triangular polygons. 9. Alt+RMB Hotkeys (use acronyms): Animation Quad Menu 14. A. Shadow bias 15. A. Show Shaded Material in Viewport 16. A. Vectors (Vector Handles) Splits the bone in two moves the shadow toward or away from the shadow-casting object (or objects). Uses Phong shading and disables viewport display of all maps A. Show Shaded Material in Viewport B. Show Shaded Material in Viewport [on] C. Show Realistic Material in Viewport [on] D. Show Realistic Material in Viewport Secondary control points (green boxes) connected to vertices on a spline or patch object. They are also referred to as handles.

2 17. B. Editable Mesh (Face) Is the smallest possible mesh object: a triangle formed by three vertices 22. B. Show Shaded Material in Viewport [on] Uses Phong shading and enables viewport display of Diffuse Color and Opacity maps A. Show Shaded Material in Viewport B. Show Shaded Material in Viewport [on] C. Show Realistic Material in Viewport [on] D. Show Realistic Material in Viewport 18. B. Inches 23. What measurement type should be used when using bevel? Sets the size (in pixels squared) of the shadow map that's computed for the light. A. Pixels B. Inches C. Centimeters D. Millimeters 19. B. Lock Tangents Lets you manipulate handles of multiple vertices simultaneously. 24. Forces the segments into a smooth curve tangent to the vertex 20. B. Remove Bone 21. B. Show End Result Removes the bone without disrupting the link When on, shows the effect of the entire stack on the selected object. When off, shows the effect of the stack only up to the currently highlighted modifier. 25. How much highlight shines from your object (matte or shininess), an image would make buttons on a shirt more reflective than the shirt material. 26. Provides handles, but forces the segments into a tangent through the vertex

3 27. C. Delete Bone 28. C. Editable Poly 29. Center Flyout 30. C. Glossiness 31. C. Incoming tangent 32. C. Make Unique Removes the bone and disrupts the link Is a type of deformable object. It is a polygonal mesh; that is, it uses more than three sided polygons. These are useful in that they avoid invisible edges The transform center affects scale and rotation transforms, but has no effect on position transforms. How tight the specular highlight is (how "wet" it looks). Tangent on the left of the key vertex Makes an instanced object unique, or an instanced modifier unique to a selected object. See details in the Editing the Stack. This option is also available from the Modifier Stack right-click menu. 33. Create Preview Animation, AVI, active viewport C. Show Realistic Material in Viewport [on] enables you to create a(n) file or custom file type preview of the animation in the. This affects how soft the edges of the shadow are. Range=0.01 to 50.0 Uses Realistic shading and disables viewport display of all maps A. Show Shaded Material in Viewport B. Show Shaded Material in Viewport [on] C. Show Realistic Material in Viewport [on] D. Show Realistic Material in Viewport 36. Ctrl+Alt+LMB drag Hotkeys (use acronyms): 37. Ctrl+Alt+MMB drag move starting frame Hotkeys (use acronyms): slide active area on the timeline 38. Ctrl+Alt+RMB drag Hotkeys (use acronyms): 39. CV = Control vertex move ending frame 40. Is not constrained to lie on surface, and has rational weight that allows for more or less influence on its area Provides handles, allows the segments on either side of the vertex to be any angle

4 41. D. Density 42. D. Edit Bone Tool 43. D. Normal 44. D. Opacity 45. D. Outgoing tangent This adjusts the density of shadows. Allows you to shift the bones on an existing skeleton A vector that defines which way a face or vertex is pointing. The direction of it indicates the front, or outer surface of the face or vertex. How visible the object is. 0 is invisible, 100 is totally solid. This is where you add your grayscale image if you only want specific parts visible. Tangent on the right of the key vertex D. Show Realistic Material in Viewport Deletes the current modifier from the stack, eliminating all changes caused by that modifier. Uses Realistic shading and enables viewport display of all maps A. Show Shaded Material in Viewport B. Show Shaded Material in Viewport [on] C. Show Realistic Material in Viewport [on] D. Show Realistic Material in Viewport 48. Allows adjustment of the skin envelope before adding the skin modifier 49. f10 Hotkey (use acronyms): 50. False, selection names ARE case sensitive at both levels 51. False, you can change HSV and RGB of a Spec Color Rendering Settings Hotkey True or false: Selection sets are not case sensitive at both the object level and at subobject levels. True or false: In the slate material editor, you can change HSV and CMYK of a Spec Color? 52. False, you can show realistic materials materials in viewport True or false: In the slate material editor, you can show shaded materials in viewport

5 53. Final Gather (Using Mental Ray) 54. Frames Per Second 55. Free Directional Light 56. Free Spotlight 57. Green squares 58. M > Modes: drop down > slate material editor This is a technique for estimating global illumination for a given point by either sampling a number of directions over the hemisphere over that point, or by averaging a number of nearby these points since these points are too expensive to compute for every illuminated point. In the former case, the hemisphere orientation is determined by the surface normal of the triangle on whose surface the point lies. What does FPS stand for? Directional lights cast parallel light rays in a single direction, as the sun does (for all practical purposes) at the surface of the earth. Directional lights are primarily used to simulate sunlight. You can adjust the color of the light and position and rotate the light in 3D space. This directional light can move and rotate the free spot to aim it in any direction A spotlight casts a focused beam of light like a flashlight, a follow spot in a theater, or a headlight. This spotlight can move and rotate the free spot to aim it in any direction. Vector handles are visible as small when you select a vertex. How do you get to the slate material editor? (Use Hotkeys if applicable) 59. Mental Ray What does the "mr" in mr Area Omni Light and 60. Mental Ray Shadow Mapped 61. mr Area Omni Light 62. mr Area Spotlight mr Area Spotlight stand for? Fasted option available in shadow parameters This light emits light from a spherical or cylindrical volume, rather than from a point source, when you render a scene using the mental ray renderer. With the default scanline renderer, this behaves like a standard omni light. This spotlight emits light from a rectangular or disc-shaped area, rather than from a point source, when you render a scene using the mental ray renderer. With the default scanline renderer, this behaves like a standard spotlight 63. Non-Uniform Rational Basis Splines What does NURBS stand for 64. Omni Light This light casts rays in all directions from a single source. This kind of light is useful for adding "fill lighting" to your scene, or simulating point source lights. 65. Photometric Lights use photometric (light energy) values that enable you to more accurately define lights as they would be in the real world. You can create lights with various distribution and color characteristics, or import specific photometric files available from lighting manufacturers. 66. Ray-Traced Gives perfectly soft shadows including transparencies. They are generated by tracing the path of rays sampled from a light source. These shadows are more accurate than shadow-mapped shadows. They always produce a hard edge. 67. Real TIme Animation plays at the selected playback speed, skipping frames, if necessary, to maintain the correct speed. 68. Render Setup > Common Tab > Assign Renderer Rollout > Production: Pulldown menu How do you Assign Production Renderer? (Use Hotkeys if applicable) 69. Segment The portion of a NURBS point curve between two of its control points, or the portion of a spline between two vertices. (NURBS CV curves don't have these, as their control vertices don't lie on the curve. ) 70. select the camera > move to frame 100 > Target Camera modifier > Parameters > FOV 71. select the light > modify tab > Shadow Parameter: drop down How do you change the FOV for a camera at Frame 100 using controls in the timeline. How do you get to shadow parameters?

6 72. Shadow- Mapped / shadow map Fairly fast, fairly soft shadows. This is a bitmap that the renderer generates during a pre-rendering pass of the scene. These don't show the color cast by transparent or translucent objects. On the other hand, these can have soft-edged shadows, which ray-traced shadows cannot. 84. True True or false: You must transfer the selection between modifiers that handle like geometry. You can copy and paste between an editable mesh and a mesh select modifier, but you can't copy and paste between a mesh selector modifier and an editable spline. 73. Shift+Alt+MMB Hotkeys (use acronyms): Pivot constrains viewport to rotate on the first axis actioned upon 74. Shift+MMB Hotkeys (use acronyms): Dolly constrains the camera to one axis 75. Shift+RMB Hotkeys (use acronyms): Brings up the snaps quad menu 76. Skylight This light models daylight. you can set the color of the this or assign it to a map. This is modeled as a dome above the scene 77. Spline A type of curve that is interpolated between two endpoints and two or more tangent vectors 78. Surface point It lies on the surface of a NURBS object, and it does not have a modifiable weight value 85. White, grey 86. Window selection To the left of each modifier in the stack is a lightbulb icon. When the bulb appears, the modifier is applied to the stack below it. When the bulb appears, the modifier is turned off. Click to toggle the on/off state of the modifier. The object will be selected only if it is completely in the marquee select. 79. Target Directional Light 80. Target Spotlight 81. Transform type-in Directional lights cast parallel light rays in a single direction, as the sun does (for all practical purposes) at the surface of the earth. Directional lights are primarily used to simulate sunlight. You can adjust the color of the light and position and rotate the light in 3D space. This directional light uses a movable target object to aim the light. A spotlight casts a focused beam of light like a flashlight, a follow spot in a theater, or a headlight. This spotlight uses a movable target object to aim the light. Use boxes for rotation around a joint pivot point on multiple objects 82. True True or false: 83. True True or false: In the slate material editor, you can change HSV or a RGB of a diffuse map? In the slate material editor, you can change shader from blinn to phong

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