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