Technology & Digital Applications Flashcards
7 cards from real 3D Texturing practice questions. Tap to flip, then mark Knew It or Still Learning โ missed cards come back until you master them.
Read the first 7 Technology & Digital Applications flashcards as text
What does 'ambient occlusion' simulate in a texture bake?
Answer: Soft shadows in crevices where light is blocked by surrounding geometry
Ambient occlusion (AO) bakes approximate how much ambient light reaches each point on a surface, darkening areas where geometry is close together.
In a Substance Painter export preset for Unreal Engine 4, the metallic, roughness, and AO maps are typically packed into which channels of a single texture?
Answer: R (metallic), G (roughness), B (AO) of a combined ORM or RMA map
Unreal Engine 4 uses a packed ORM texture (Occlusion/Roughness/Metallic) to reduce texture memory usage by storing three grayscale maps in one RGB file.
What is 'tiling' in the context of a procedural texture, and why can it be a problem?
Answer: Tiling repeats a texture across a surface; it becomes a problem when the repeat pattern is visually obvious
Tiling repeats a texture seamlessly, but when used at a large scale the repeating pattern becomes noticeable, breaking the illusion of a unique surface.
What is the role of the 'thickness map' in subsurface scattering (SSS) materials for skin or wax?
Answer: It defines how much light passes through the material at different areas
A thickness map tells the SSS shader how much geometry depth exists at each point, controlling how much light transmits through thin areas like ears or fingertips.
Which rendering feature in modern engines uses ray tracing to compute more accurate ambient occlusion than traditional screen-space techniques?
Answer: RTAO (Ray-Traced Ambient Occlusion)
RTAO uses real ray-tracing hardware to calculate ambient occlusion by casting actual rays into the scene, producing accurate shadows in areas SSAO misses.
In ZBrush, what is the 'Polypaint' feature used for in a texturing pipeline?
Answer: Painting color directly onto polygon vertices without requiring a UV map
ZBrush Polypaint stores color information per vertex, allowing artists to paint on high-poly sculpts before UVs are created, later baking to a texture map.
What is the key difference between a 'displacement map' and a 'normal map' in terms of their effect on geometry?
Answer: Displacement maps physically move vertices at render time, while normal maps only affect lighting calculations
Displacement maps actually subdivide and push/pull geometry at render time creating true silhouette detail, while normal maps fake surface detail through lighting tricks without changing actual geometry.