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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 darkest color an object will ever be.
Ambient Setting on Shaders
Bump Maps
Title Safe
haders
2. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Transparency Maps
Ray Tracing
Ambient Setting on Shaders
Right-Handed System
3. Has sepcular - Used for really shiny objects
Blinn
Transparency Maps
Phong and PhongE
Point Light
4. Imitates rectangular neon light source - Light comes out of source area
File Textures
Bump Maps
Directional Light
Area Light
5. A black and white image that is used to give the illusion of a bumpy surface.
Point Lights
Displacement Maps
Ray Tracing
Bump Maps
6. The 3D view of your shot.
Bump Maps
Perspective Camera
Box Modeling
Transparency Maps
7. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Non-Uniform Scaling
Turnkey Software
Proprietary Software
Reflection Maps
8. Rendering (taking pictures of) a whole sequence or "batch" of images.
Light Linking
Lambert
Nodes
Batch Rendering
9. Software that uses graphics to click on/buttons instead of typed commands.
Phong and PhongE
GUI (Graphical User Interface)
Displacement Maps
Non-Uniform Scaling
10. The starting box where you add details needed.
NURBS
Box Modeling
Nodes
Ray Tracing
11. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Resolution Gate
Phong and PhongE
Polygons
Stencil Maps
12. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Proprietary Software
Right-Handed System
GUI (Graphical User Interface)
13. The flow of how the edges are patterned around the model.
Stencil Maps
Title Safe
Topology
Box Modeling
14. Defines where material is transparent - AKA Scalar Maps
Action Safe
Transparency Maps
Refraction
Lambert
15. Image or color that wraps around the model.
Proprietary Software
Modeling Paradigms
Textures
Action Safe
16. A texture that was taken from a file.
Resolution Gate
World Origin
File Textures
Reflection Maps
17. Imitates fill light - Doesn't affect specular - Imitates bounced light
NURBS
Ambient Light
Transparency Maps
Topology
18. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
NURBS
Normals (Display>Polygons>Face Normals)
Point Light
19. Imitates theatrical spot light - Can be focused
Bump Maps
Perspective Camera
Nodes
Spot Light
20. Apply more than one material on object depending on position of ramp
Blinn
Title Safe
Ramp Shader
Anisotropic
21. Off-the-shelf software that anyone uses.
Ray Tracing
Turnkey Software
Anisotropic
Phong and PhongE
22. Combine color map with transparency map to create a label that can be applied to surface
Ambient Light
Transparency Maps
Stencil Maps
Batch Rendering
23. Software written specifically for that studio.
Primitive Shapes
Orthographic Cameras
Nodes
Proprietary Software
24. Naming all files in the same way so that they're easy to find.
Naming Convention
Light Linking
Perspective Camera
Ray Tracing
25. The connection between a shader and texture.
Shading Networks
Proprietary Software
Transparency Maps
Stencil Maps
26. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Nodes
Directional Light
Light Linking
Point Light
27. Mathematically most simple - No specular - Used for matte finishes
Batch Rendering
Spot Light
Refraction
Lambert
28. The box where an important action must fit so that nothing gets cut off.
Action Safe
Transparency Maps
Phong and PhongE
Ambient Setting on Shaders
29. Imitates light bulb - Omni-directional light rays - Fog
Bump Maps
Point Light
Refraction
Naming Convention
30. 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.
Turnkey Software
Point Lights
Proprietary Software
Right-Handed System
31. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Transformations
Right-Handed System
Phong and PhongE
Procedural Textures (2D and 3D)
32. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Action Safe
Polygons
Refraction
Proprietary Software
33. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Directional Light
Orthographic Cameras
Displacement Maps
Hierarchies
34. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
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35. A small box so that the title doesn't get cut off.
File Textures
Title Safe
Procedural Textures (2D and 3D)
Ramp Shader
36. Modified shape to specular
Orthographic Cameras
Anisotropic
Stencil Maps
Box Modeling
37. Do not alter silhouette edge of object - Implied texture
Action Safe
Bump Maps
Proprietary Software
Transformations
38. Apply more than one material on object depending on transparency
Resolution Gate
Normals (Display>Polygons>Face Normals)
Reflection Maps
Layered Shader
39. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Perspective Camera
World Origin
Transparency Maps
NURBS
40. The front - side - top views.
Nodes
Ambient Setting on Shaders
Shading Networks
Orthographic Cameras
41. A light that is being emitted in all directions.
Compositing
haders
Point Lights
Light Linking
42. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Reflection Maps
Ramp Shader
Polygons
43. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Layered Shader
Stencil Maps
Bump Maps
Normals (Display>Polygons>Face Normals)
44. Polygons - NURBS - SubDs
Right-Handed System
Modeling Paradigms
Procedural Textures (2D and 3D)
Point Light
45. A container that has either a shader - texture - etc.
Light Linking
Box Modeling
Transformations
Nodes
46. Made up of isoparms (edges) - controlled vertices - patches (faces).
Transformations
Reflection Maps
Ray Tracing
NURBS
47. Has specular - Fall off differs from Blinn
Phong and PhongE
Modeling Paradigms
Orthographic Cameras
NURBS
48. Shows you the resolution of your shot and the aspect ratio of your render cam.
Orthographic Cameras
Non-Uniform Scaling
Lambert
Resolution Gate
49. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Uniform Scaling
Ambient Light
Phong and PhongE
50. A light used to simulate sunlight and works by rotation.
Right-Handed System
Directional Light
Bump Maps
Point Lights