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