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