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