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