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