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