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