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