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