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