Multimedia PYQ's
Multimedia PYQ's
(v) Energy stored in chemical bonds. Most of the energy we use today come from
fossil fuels (stored solar energy). But fossils fuels have a disadvantage in that they
are non-renewable on a human time scale, and causes other potentially harmful
effects on the environment.(2)
3. Adaptable and flexible to achieve the goals of enhancing quality and customer
satisfaction
4. Knowledge of the product and services and their need or demand in the market
To see the information on the various websites, you need an Internet Browser. An
Internet
Browser is an application or a software program on your computer or laptop which
helps you visit the various websites. Some examples of browsers are Google
Chrome, Mozilla Firefox and Internet Explorer.
Searching for information: Do the steps below to search for information on the
Internet.
- Type the topic, on which you want information, in the search box and hit the
Enter key.
Click Firefox icon to open Firefox Mozilla browser and search for information.(2)
(b) When we keep thinking of our past mistakes and feel bad about it, instead of
learning
from them.
(c) When we expect to be successful at the first attempt itself and do not try again.
(d) When we are surrounded by people who have a negative attitude, which is
reflected intheir speech.(2)
24. Mention the functions of Status Line hotkeys which are F2, F3, F4, F5, F6.
Ans.
F2 (Modeling)
F3 (Rigging)
F4 (Animation)
F5 (FX)
F6 ( Rendering)
Ans. Bump maps are grayscale textures you map to objects to create the illusion of
surface relief on an otherwise flat object.
Ans. The process of creating explicit UVs for a surface mesh is called UV
mapping. (2)
Ans.
Automatic UV mapping
Planar UV mapping
Cylindrical UV mapping
Spherical UV mapping
User-defined UV mapping
Ans. The diffuse map is a tillable (usually) image which gives the color
information, but does not contain lighting or height information for the texture.
Ans. Displacement maps are grayscale textures you map to objects to create true
surface relief (elevations and depressions) on an otherwise flat object.
Ans. Marking menus are used throughout the Maya interface. When you right-click
an object, a marking menu appears that lets you select a selection mode and other
actions that are in context to the type of object. Some marking menus appear when
you hold a key and press a mouse button. Marking menus are very fast for
experienced users because once you get used to showing them and the positions of
their items, you can select the items using very quick gestures with the mouse or
tablet pen, sometimes so fast the entire menu won’t even display.
1. In the Environment section of the camera’s Attribute Editor (View > Camera
Attribute Editor), click the Create button to the right of the Image Plane attribute.
3. Click the texture button for the Texture attribute. The Create Render Node
window appears.
Ans.
Use the Placement attributes to position an image plane relative to the camera.
Use the Placement Extras attributes to control which portion of an image file is
Ans. Bump maps are grayscale textures you map to objects to create the illusion of
surface relief (elevations and depressions) on an otherwise flat object.
With bump maps, depressions and elevations look real because they don’t alter the
geometry of the surface the way Displacement maps do. Bump maps just change
the direction of the surface’s normal based on the bump map’s Alpha Gain value.
Use bump maps to create very shallow reliefs. For example, you can make objects
look like they are embossed, have shallow rolling hills, and so on.
Ans. The IOR parameter (Index of Refraction) defines the material's Fresnel
reflectivity and is by default the angular function used. Effectively the IOR will
define the balance between reflections on surfaces facing the viewer and on surface
edges.
Ans: There are a lot of items displayed in the Maya user interface which are as
follows:
1. Menu Bar: The Main Menu bar appears at the top of the Maya interface directly
below the Maya title bar and displays the chosen menu set. Each menu set
corresponds to a module within Maya: Animation, Polygons, Surfaces, Rendering,
and Dynamics. Modules are a method for grouping related features and tools.
2. Status Line: The Status Line, located directly below the Main Menu bar,
contains a variety of items, most of which are used while modeling or working
with objects within Maya.
Many of the Status Line items are represented by a graphical icon. The icons save
space in the Maya interface and allow for quick access to tools used most often.
3. Shelf: The Shelf is located directly below the Status line. The Maya Shelf is
useful for storing tools and items that you use frequently or have customized for
your own use. You can keep the tools and items you use most frequently in a
location that provides handy access. Maya has some of the Shelf items pre-
configured for your use.
4. Workspace: The Maya workspace is where you conduct most of your work
within Maya.
The workspace is the central window where your objects and most editor panels
appear.
The panel is labeled persp at the bottom to indicate that you are viewing the
Maya scene from a perspective camera view.
The panel has its own menu bar at the top left corner of the panel. These menus
allow you to access tools and functions related to that specific panel.
The grid is displayed with two heavy lines intersecting at the center of the Maya
scene. This central location is called the origin. The origin is the center of Maya’s
3D world, and with all object’s directional values measured from this location.
5. Channel Box: The Channel Box is the primary, fastest, and most streamlined
tool for editing object attributes. It lets you quickly change attribute values, set
keys on keyable attributes, lock or unlock attributes, and create expressions on
attributes.
6. Quick Layout Buttons: The quick layout buttons display just below the Tool
Box and let you switch between useful panel layouts
7. Toolbox: The Tool Box displays on the left side of the Maya interface by It
contains the most commonly-used tools for working in Maya like., Move, Rotate,
Scale and Last used tool
8. Command Line: The command line lets you type single MEL or Python
commands without having to open the Script editor. You can switch between MEL
and Python mode by clicking the MEL/Python button. The result from the
command appears in the output
9. Time and Range Slider: The Time Slider controls the playback range, keys, and
breakdowns within the playback range
Ans: To apply a texture to an object, you map the texture to an attribute on the
object's material.
The attribute to which the texture is connected determines how the texture is used
and how it affects the final output.
1. Select your material in the Hypershade. In the material Attribute Editor, click
the map button beside the attribute that you want to connect a texture to. The
Create Render Node window appears.
If you are selecting a 2D texture, right-click the texture and select a mapping
method (Create texture (create normally), Create as projection, Create as stencil).
If you do not select a mapping method, the default method (Create texture) is used.
If you are selecting the File texture, map to the image file by clicking the browse icon beside the Image
Name attribute.
Ans: Some surfaces are shinier than others (for example a wet fish has a shinier
surface than a dry leaf). By mapping a texture to the Specular attribute of an
object’s material, you create a specular map which lets you describe how shine
appears on objects (by controlling highlight).Shiny objects reflect light directly;
matte objects diffuse light. Specular highlights show the places on the object where
the light sources are reflected at consistent angles; reflections on an object show,
among other things, light bounced from surrounding objects. Specular highlights
depend directly on the view (camera), not the position of the light, like diffuse
shading does.
The size of a specular highlight on a surface makes the surface look either flat or
shiny.
Note: Only materials with specular attributes (Anisotropic, Blinn, Phong, and
PhongE) have surface highlights. The specular highlight is the white shiny glow on
the material.
39. How to sharpen the images? Explain all its steps in brief.
Ans: The easy and best technique for sharpening uses Photoshop to create a high
pass layer and then layer masks to control where and how much sharpening is
applied.
A high pass layer works in the same way an unsharp mask works on film: the high
pass layer creates slightly blurry halos around edges in the original image, thus
increasing the contrast at edges. The difference between high pass sharpening and
most other methods of sharpening is that high pass sharpening does not actually
adjust or change any pixels in your original image. Also, because high pass exists
as a separate layer, you can adjust the layer’s Opacity and Blending Modes to
control the strength of sharpening over the entire image. You can then use masks to
control where sharpening is applied within the image and to make localized
changes in the strength of sharpening.
Another advantage to sharpening with a high pass layer is you can save the layer
with the Photoshop file and go back later and change the settings and areas where
sharpening has been applied. This is a huge advantage when working with an
image that you might finish for web viewing and printing, or printing on different
papers.
Process:
1. Evaluate the Image: First we need to evaluate the image we are going to sharpen
like., where the sharpening is needed and the amount of sharpening is needed.
2. Stamp New Layer or Duplicate Your Image Layer: Sharpening is usually the last
or almost the last thing you do when preparing an image, and you want to be sure
that you are applying sharpening to a finished, complete image. Therefore, before
making your sharpening layer, ensure you have a duplicate layer of your completed
image.To Stamp New Layer, check that all layers you want included in your final
image are visible (turned on). Click on (select) your topmost layer and then stretch
your fingers to use Command-Alt Shift-E/Control-Alt-Shift-E to activate the
Stamp Visible command and make that stamp a new layer.
3. Desaturate the High Pass Layer: A disadvantage to sharpening with a high pass
layer is the potential for increasing or adding noise to a photo. With other
sharpening tools such as Unsharp Mask, you can control noise problems with
adjustments to the different values set in the tool. With the high pass option, you
control noise by doing three things:
Ensure your image capture is as clean as possible. This means using a tripod if not
shooting at a high shutter speed, choosing the lowest ISO possible, and using the
correct exposure. •
Deal with any noise while processing your image. • Desaturate the high pass layer.
Even when working on a colour image, the colour information in a high pass layer
is irrelevant,
so we’re going to remove that information right from the top to ensure that extra
information doesn’t add noise.
4. Apply the High Pass Filter: To apply the high pass filter to your sharpening
layer, go to
This will bring up a dialogue box with a Radius slider. You want to increase the
Radius slider (increase the number of pixels affected) until the details in the image
just begin to pop. You’ll find you need more Radius when you’re working with
high resolution images.
5. Set the Layer’s Blending Mode: Change the layer’s blending mode in the
blending options drop down menu to Soft Light. As you become more familiar
with using high pass sharpening, experiment with Hard Light and Overlay
blending modes as well
6. Adjust the Layer Opacity You will likely find that you now have a bit more
sharpening than you need. That’s okay; starting with 100%, adjust the Layer
Opacity down to get the amount of sharpening you need. Aim for an opacity that
gives you the right amount of sharpening in the area of your image that needs the
most sharpening. Add a layer mask by clicking on the Layer Mask icon at the
bottom of your Layers window, or by going to Layer > Layer Mask
SQP 2020-21
Q. 9 A person needs a lot of money to start a business. Do you agree with the
statement? Justify your answer.
SQP 2022-23
Q. 6 Rohan wants to start his own business. Suggest him at least four functions of
anentrepreneur.
Q. 9 List the steps to search for information using a web browser. Write at least 2
points. 2
Answer any 3 out of the given 5 questions in 50– 80 words each (4 x 3 = 12 marks)
Q. 17 What are the benefits of using Maya? Write at least 4 benefits in steps. 4
Q. 19 What are the essential skills required for being a texturing artist? Write at
least 4 skills.
SQP 2023-24
15. What are the various ways for creating models in Maya? 2
16. What is Anisotropy? What is the meaning if the default value for Anisotropy is
0?
Answer any 3 out of the given 5 questions in 50– 80 words each (4 x 3 = 12 marks)
17. What is MAYA software? What are the main features of Autodesk Maya? 4
20. Kindly help Shalini to understand more about texture mapping by giving
answers of the following questions.
21. Your friend is a new user for Autodesk Maya. He is trying to create Diffuse
map. But
he does not have any knowledge about the Diffuse Map. Explain to him the
3. Diffuse Map does not contain lighting or height information for the texture.
(True/False)
SQP 2024-25
Q. 6 “Tina is wearing pink shoes for her birthday”. Identify the noun and verb in
this sentence.
one).
Q. 15 Describe the components and functions of the default perspective view panel
in Maya's workspace.
Answer any 3 out of the given 5 questions in 50– 80 words each (4 x 3 = 12 marks)
Q. 19 Explain the difference between actions and tools in a menu, including how
their selection order affects their functionality and how to switch between actions
and tools.
ii. Which type of texture are commonly used either as backgrounds for objects
iv. How can you access and edit the attributes of an existing image plane in a
camera view?