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