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