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