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