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