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