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