You are on page 1of 3

Unity 3D Artist certification preparation

QUIZ N° 2: Skyboxes, lighting and postprocessing

I- Creating Skyboxes
Question 1
An Artist is creating textures for use as a non spherical Skybox. How many textures will the
artist need to create?
A. 4
B. 6
C. 1
D. 8

Question 2
After creating a skybox and setting it as the source for the Environment Lighting, an Artist
notices the scene is too bright and washed out but likes the way the current colors are
affecting the shadows and environment reflections. What change to the Skybox Material
settings will fix this issue?
A. Decrease the alpha value of the Tint Color
B. Increase the Exposure
C. Decrease the Exposure
D. Increase the R, G and B values of the Tint Color.

Question 3
An Artist is creating an architectural walkthrough and wants to create an environmental
lighting setup using a 360 degree panoramic HDR image. The artist has already marked the
Texture Shape as Cube in the Texture Import Settings.What other import setting should the
the Artist change so this texture will be displayed correctly in a Skybox/Cubemap material?
A. Set Mapping to Latitude-Longitude Layout
B. Set the Convolution Type to Diffuse (Irradiance)
C. Disable Generate Mip Maps
D. Set Wrap Mode to Mirror Once

Question 4
After creating a skybox with the Mapping set to 6 Frame Layout cubemap with the
Convolution Type set to None, the Artist notices some filtering inconsistencies between the
faces when testing the application on an older mobile device. What property should the
Artist set in the Texture Importer to fix this issue?
A. Set Convolution Type to Specular (Glossy Reflection)
B. Switch the Filter Mode to Trilinear
C. Enable Fixup Edge Seams
D. Change Mapping to Mirrored Ball

Question 5
What property should an Artist set in the Lighting window in order to use the color range of
an image as the ambient light for a scene?
ISET Sousse - Instructor: Bassem Seddik Page 1 of 3
A. Set Source to Skybox
B. Set source to Gradient
C. Set Ambient Mode to Realtime
D. Set Environment Reflections to Custom

II-Lights and Lighting Settings


Question 1
An Artist is creating the lighting for a room lit by overhead lamps. The Artist wants to use
the lamps texture as a visible source of light. Which texture property in the material should
the Artist assign a texture map to create this effect?
A. Secondary Maps Detail Albedo
B. Main Maps Occlusion
C. Emission Color
D. Main Maps Detail Mask

Question 2
An Artist is creating the lighting for an interior scene set in a warehouse lit by overhead
fluorescent lights. There are several forklifts that are moving crates around the room. The
Artist wants to use an Emissive texture on the fluorescent lights. When testing the level the
Artist notices that the forklifts and crates are not being lit. How can the Artist solve this?
A. Set the Ambient Mode to Baked in the Lighting Window
B. Increase the Intensity Multiplier in the Lighting Window
C. Set Global Illumination to Realtime on the Emissive Material
D. Increase the Intensity slider in the Emissive Color Property of the Emissive Material

Question 3
While testing a lighting setup with multiple light sources the Artist notices that the lighting
is causing a slight performance impact where the frame rate is lower in the newly created
area. How can the Artist correct this issue while not changing the visual style or look?
A. Remove all lights and create one Directional light to illuminate the new area
B. Set the Ambient Mode to Realtime in the Lighting Window
C. Increase the Bounces in the Lightmapping Settings in the Lighting Window
D. Set all objects that will not move to static and bake a lightmap

Question 4
An Artist is creating a flashlight for use in a game. The flashlight is a spot light and will be
the primary light source for any scene in the game. There are other objects that will cast light
such as fluorescent mushrooms and candles. The flashlight should take precedence over
the other forms of light and always be rendered at per-pixel quality. What should the Artist
set in the Light properties on the flashlight to achieve the desired result?
A. Set the Render Mode to Important
B. Set the Mode to Mixed
C. Increase the Spot Angle
D. Increase the Indirect Multiplier

ISET Sousse - Instructor: Bassem Seddik Page 2 of 3


Question 5
An Artist is creating a lighting system for an application optimized for mobile devices and
older desktop computers. The Artist set all non moving objects and lights to Static and is
using Unity's LOD system. After baking a lightmap the Artist notices that the lightmap is not
working correctly when the objects change their LOD level. How can the Artist correct this
issue with the least impact to the optimized performance?
A. Remove the LOD system from all Static objects
B. Add Light Probes to the scene
C. Set all the major lights Mode property to Realtime
D. Uncheck the Static option for all Environmental objects

ISET Sousse - Instructor: Bassem Seddik Page 3 of 3

You might also like