SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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. A small box so that the title doesn't get cut off.
Transformations
Lambert
Light Linking
Title Safe
2. Imitates rectangular neon light source - Light comes out of source area
Nodes
haders
Area Light
Uniform Scaling
3. The box where an important action must fit so that nothing gets cut off.
Uniform Scaling
Action Safe
Reflection Maps
Directional Light
4. Has sepcular - Used for really shiny objects
Resolution Gate
Proprietary Software
Blinn
Stencil Maps
5. Modified shape to specular
Uniform Scaling
Normals (Display>Polygons>Face Normals)
Anisotropic
Refraction
6. Polygons - NURBS - SubDs
Spot Light
Polygons
World Origin
Modeling Paradigms
7. Includes translating - rotating - and scaling an object in (x -y -z).
Title Safe
Transformations
Resolution Gate
Ray Tracing
8. A black and white image that is used to give the illusion of a bumpy surface.
Primitive Shapes
Bump Maps
haders
'Swimming' Texture
9. Mathematically most simple - No specular - Used for matte finishes
Lambert
Title Safe
Reflection Maps
File Textures
10. Imitates theatrical spot light - Can be focused
Spot Light
Right-Handed System
Resolution Gate
NURBS
11. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Blinn
Anisotropic
GUI (Graphical User Interface)
Light Linking
12. Defines where material is transparent - AKA Scalar Maps
GUI (Graphical User Interface)
Displacement Maps
Transparency Maps
Spot Light
13. Software written specifically for that studio.
Proprietary Software
Transformations
File Textures
Directional Light
14. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Resolution Gate
Phong and PhongE
Textures
Directional Light
15. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
haders
Procedural Textures (2D and 3D)
Nodes
16. Scaling all directions at once.
Phong and PhongE
Resolution Gate
Uniform Scaling
Orthographic Cameras
17. A texture that was taken from a file.
Lambert
Title Safe
File Textures
Bump Maps
18. Made up of isoparms (edges) - controlled vertices - patches (faces).
Primitive Shapes
Lambert
Nodes
NURBS
19. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Naming Convention
Anisotropic
Nodes
20. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Point Lights
Area Light
Bump Maps
21. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Right-Handed System
Proprietary Software
GUI (Graphical User Interface)
22. A light used to simulate sunlight and works by rotation.
Directional Light
Nodes
Hierarchies
Topology
23. A light that is being emitted in all directions.
Blinn
Light Linking
Point Lights
Ambient Light
24. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Spot Light
Hierarchies
Perspective Camera
Polygons
25. Imitates fill light - Doesn't affect specular - Imitates bounced light
Bump Maps
Polygons
Transparency Maps
Ambient Light
26. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Non-Uniform Scaling
File Textures
Procedural Textures (2D and 3D)
Turnkey Software
27. Naming all files in the same way so that they're easy to find.
Non-Uniform Scaling
Bump Maps
Bump Maps
Naming Convention
28. The starting box where you add details needed.
Box Modeling
Directional Light
Compositing
Blinn
29. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Area Light
Ray Tracing
GUI (Graphical User Interface)
Refraction
30. 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.
Non-Uniform Scaling
Right-Handed System
Textures
Light Linking
31. A container that has either a shader - texture - etc.
Naming Convention
Nodes
Batch Rendering
Right-Handed System
32. Picking one arrow and scaling one direction at a time.
Hierarchies
Ramp Shader
Non-Uniform Scaling
Turnkey Software
33. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
34. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Perspective Camera
World Origin
Ray Tracing
Primitive Shapes
35. When you take all rendered images into a software and turn them into a single movie file.
haders
'Swimming' Texture
Title Safe
Compositing
36. The flow of how the edges are patterned around the model.
World Origin
File Textures
Procedural Textures (2D and 3D)
Topology
37. The 3D view of your shot.
Perspective Camera
Topology
Area Light
File Textures
38. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Refraction
Layered Shader
Normals (Display>Polygons>Face Normals)
39. The front - side - top views.
'Swimming' Texture
Orthographic Cameras
Transformations
World Origin
40. Image or color that wraps around the model.
Anisotropic
Area Light
Textures
Compositing
41. Rendering (taking pictures of) a whole sequence or "batch" of images.
Lambert
Procedural Textures (2D and 3D)
Batch Rendering
Stencil Maps
42. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Shading Networks
Point Lights
Non-Uniform Scaling
World Origin
43. Do not alter silhouette edge of object - Implied texture
Modeling Paradigms
Directional Light
Area Light
Bump Maps
44. Apply more than one material on object depending on position of ramp
Displacement Maps
Point Light
Hierarchies
Ramp Shader
45. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Bump Maps
haders
Batch Rendering
Ambient Setting on Shaders
46. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Displacement Maps
Textures
Ambient Setting on Shaders
47. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Reflection Maps
Transparency Maps
Naming Convention
Normals (Display>Polygons>Face Normals)
48. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Procedural Textures (2D and 3D)
Transformations
Proprietary Software
Reflection Maps
49. The connection between a shader and texture.
Shading Networks
Uniform Scaling
Orthographic Cameras
Right-Handed System
50. Has specular - Fall off differs from Blinn
Phong and PhongE
Bump Maps
Ramp Shader
Point Light