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