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Test your basic knowledge |
Maya 3D Computer Modeling
Start Test
Study First
Subject
:
it-skills
Instructions:
Answer 50 questions in 15 minutes.
If you are not ready to take this test, you can
study here
.
Match each statement with the correct term.
Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.
This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. The 3D view of your shot.
Perspective Camera
Procedural Textures (2D and 3D)
Topology
Primitive Shapes
2. Image or color that wraps around the model.
Textures
Hierarchies
Turnkey Software
Stencil Maps
3. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Ray Tracing
Stencil Maps
Ambient Setting on Shaders
Primitive Shapes
4. A small box so that the title doesn't get cut off.
Directional Light
Bump Maps
Title Safe
'Swimming' Texture
5. Gesture thumb to right - index up - and middle towards you. Represents the axis: positive X is your thumb - positive Y is index finger - and middle finger is positive Z.
Box Modeling
Batch Rendering
Reflection Maps
Right-Handed System
6. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
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7. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Stencil Maps
Area Light
Uniform Scaling
World Origin
8. Has sepcular - Used for really shiny objects
Action Safe
Lambert
Orthographic Cameras
Blinn
9. Defines where material is transparent - AKA Scalar Maps
Topology
File Textures
Hierarchies
Transparency Maps
10. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Ramp Shader
Proprietary Software
haders
Light Linking
11. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Textures
Procedural Textures (2D and 3D)
Hierarchies
12. The starting box where you add details needed.
File Textures
Point Light
Transformations
Box Modeling
13. Mathematically most simple - No specular - Used for matte finishes
Lambert
Displacement Maps
Uniform Scaling
Blinn
14. Apply more than one material on object depending on position of ramp
Ramp Shader
Hierarchies
Turnkey Software
Point Light
15. Software written specifically for that studio.
Proprietary Software
Title Safe
Shading Networks
NURBS
16. The box where an important action must fit so that nothing gets cut off.
Action Safe
Uniform Scaling
Ramp Shader
Right-Handed System
17. Imitates rectangular neon light source - Light comes out of source area
NURBS
Area Light
File Textures
Refraction
18. Made up of isoparms (edges) - controlled vertices - patches (faces).
Ramp Shader
Topology
NURBS
Resolution Gate
19. The connection between a shader and texture.
Light Linking
Lambert
Anisotropic
Shading Networks
20. A container that has either a shader - texture - etc.
Nodes
Naming Convention
Phong and PhongE
Proprietary Software
21. Software that uses graphics to click on/buttons instead of typed commands.
Title Safe
Orthographic Cameras
Point Light
GUI (Graphical User Interface)
22. Imitates fill light - Doesn't affect specular - Imitates bounced light
Refraction
Ambient Light
Nodes
Anisotropic
23. Apply more than one material on object depending on transparency
Layered Shader
Shading Networks
Polygons
Action Safe
24. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Area Light
Bump Maps
Normals (Display>Polygons>Face Normals)
Box Modeling
25. A light that is being emitted in all directions.
Ambient Setting on Shaders
Directional Light
Point Lights
File Textures
26. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Refraction
GUI (Graphical User Interface)
Reflection Maps
27. Modified shape to specular
NURBS
Modeling Paradigms
Textures
Anisotropic
28. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Blinn
Procedural Textures (2D and 3D)
Ray Tracing
GUI (Graphical User Interface)
29. Do not alter silhouette edge of object - Implied texture
Non-Uniform Scaling
Batch Rendering
Procedural Textures (2D and 3D)
Bump Maps
30. Polygons - NURBS - SubDs
Uniform Scaling
Modeling Paradigms
Ramp Shader
Turnkey Software
31. Includes translating - rotating - and scaling an object in (x -y -z).
Action Safe
Transformations
Uniform Scaling
Point Lights
32. The darkest color an object will ever be.
Textures
Topology
Compositing
Ambient Setting on Shaders
33. When you take all rendered images into a software and turn them into a single movie file.
Blinn
Compositing
Turnkey Software
Uniform Scaling
34. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Proprietary Software
Ray Tracing
Area Light
haders
35. Imitates theatrical spot light - Can be focused
Hierarchies
Primitive Shapes
Spot Light
Uniform Scaling
36. The flow of how the edges are patterned around the model.
Point Lights
GUI (Graphical User Interface)
Stencil Maps
Topology
37. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Non-Uniform Scaling
Hierarchies
Directional Light
Directional Light
38. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
GUI (Graphical User Interface)
Spot Light
Point Lights
Directional Light
39. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Turnkey Software
Procedural Textures (2D and 3D)
Modeling Paradigms
Ramp Shader
40. Scaling all directions at once.
'Swimming' Texture
Batch Rendering
Uniform Scaling
GUI (Graphical User Interface)
41. A light used to simulate sunlight and works by rotation.
Directional Light
Point Light
Blinn
Action Safe
42. Imitates light bulb - Omni-directional light rays - Fog
Perspective Camera
haders
Area Light
Point Light
43. The front - side - top views.
Orthographic Cameras
Directional Light
Anisotropic
Textures
44. Rendering (taking pictures of) a whole sequence or "batch" of images.
Reflection Maps
Non-Uniform Scaling
Batch Rendering
Box Modeling
45. Naming all files in the same way so that they're easy to find.
Naming Convention
Layered Shader
Ambient Light
Compositing
46. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Normals (Display>Polygons>Face Normals)
Orthographic Cameras
Displacement Maps
47. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Batch Rendering
Refraction
Modeling Paradigms
Light Linking
48. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Point Light
Resolution Gate
Light Linking
49. Off-the-shelf software that anyone uses.
Box Modeling
Turnkey Software
NURBS
Ray Tracing
50. Has specular - Fall off differs from Blinn
Phong and PhongE
Hierarchies
Ambient Light
Displacement Maps