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Lighting & Rendering Flashcards

7 cards from real 3D Modeling practice questions. Tap to flip, then mark Knew It or Still Learning — missed cards come back until you master them.

Read the first 7 Lighting & Rendering flashcards as text
  1. What is global illumination in 3D rendering?

    Answer: A rendering method that simulates how light bounces and interacts between surfaces

    Global illumination simulates indirect lighting by calculating how light bounces off surfaces and illuminates other objects, producing realistic light interactions.

  2. What is the primary difference between a point light and a directional light in 3D software?

    Answer: A point light emits light in all directions from a single position; a directional light emits parallel rays from an infinite distance

    A point light simulates a local source like a bulb emitting light outward in all directions, while a directional light simulates a distant source like the sun with parallel light rays.

  3. What does HDRI stand for and how is it used in 3D rendering?

    Answer: High Dynamic Range Imaging; used as a 360° environment map to provide realistic lighting and reflections

    HDRI (High Dynamic Range Imaging) captures real-world light information in all directions and is used as a spherical environment map to light 3D scenes realistically.

  4. What is ray tracing in the context of 3D rendering?

    Answer: A rendering algorithm that simulates the physical path of light rays to produce realistic reflections, shadows, and refractions

    Ray tracing traces the path of light rays from the camera back to light sources, accurately simulating reflections, refractions, and shadows for photorealistic results.

  5. What is ambient occlusion (AO) in 3D rendering?

    Answer: A shading technique that approximates how exposed a surface point is to ambient lighting, darkening crevices and contact areas

    Ambient occlusion darkens areas where surfaces are close together or enclosed, simulating the reduced ambient light that reaches those areas for added depth and realism.

  6. What is the primary purpose of render passes (also called render layers or AOVs)?

    Answer: To separate a render into individual components such as diffuse, specular, shadows, and depth for compositing control

    Render passes separate different lighting and shading components into individual image layers, giving compositors fine-grained control to adjust each element independently without re-rendering.

  7. In physically based rendering (PBR), what does the 'roughness' value of a material control?

    Answer: The degree to which specular highlights are sharp and focused versus blurry and spread out

    In PBR, roughness controls how microscopically uneven a surface is: a value of 0 produces a mirror-like sharp reflection, while a value of 1 produces a fully diffuse, matte appearance.