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