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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. Do alter silhouette edge of object - Require higher tesselation of surface
Uniform Scaling
Phong and PhongE
Displacement Maps
Hierarchies
2. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Perspective Camera
Polygons
Batch Rendering
Compositing
3. Do not alter silhouette edge of object - Implied texture
haders
Transparency Maps
Compositing
Bump Maps
4. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Procedural Textures (2D and 3D)
Bump Maps
Spot Light
Reflection Maps
5. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Title Safe
Point Lights
World Origin
Refraction
6. Naming all files in the same way so that they're easy to find.
Nodes
Naming Convention
Hierarchies
NURBS
7. Off-the-shelf software that anyone uses.
Normals (Display>Polygons>Face Normals)
Turnkey Software
Compositing
Nodes
8. The starting box where you add details needed.
Box Modeling
Procedural Textures (2D and 3D)
Naming Convention
Polygons
9. The box where an important action must fit so that nothing gets cut off.
Transparency Maps
Refraction
Displacement Maps
Action Safe
10. The 3D view of your shot.
Topology
Ambient Setting on Shaders
Perspective Camera
Shading Networks
11. The darkest color an object will ever be.
Ambient Setting on Shaders
Transparency Maps
World Origin
Batch Rendering
12. A black and white image that is used to give the illusion of a bumpy surface.
Phong and PhongE
Bump Maps
Primitive Shapes
Proprietary Software
13. The flow of how the edges are patterned around the model.
Directional Light
Modeling Paradigms
Topology
Action Safe
14. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Spot Light
Normals (Display>Polygons>Face Normals)
Directional Light
15. Has specular - Fall off differs from Blinn
Modeling Paradigms
Phong and PhongE
Turnkey Software
File Textures
16. A container that has either a shader - texture - etc.
Blinn
Displacement Maps
Normals (Display>Polygons>Face Normals)
Nodes
17. 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.
Blinn
Right-Handed System
Uniform Scaling
Point Light
18. A texture that was taken from a file.
File Textures
Bump Maps
Point Light
Reflection Maps
19. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Light Linking
Ray Tracing
Primitive Shapes
Area Light
20. When you take all rendered images into a software and turn them into a single movie file.
Displacement Maps
Directional Light
Box Modeling
Compositing
21. Imitates rectangular neon light source - Light comes out of source area
Transparency Maps
Perspective Camera
Procedural Textures (2D and 3D)
Area Light
22. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Non-Uniform Scaling
Point Lights
Blinn
Normals (Display>Polygons>Face Normals)
23. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Procedural Textures (2D and 3D)
Area Light
Batch Rendering
24. Imitates theatrical spot light - Can be focused
Spot Light
Bump Maps
Resolution Gate
Anisotropic
25. Polygons - NURBS - SubDs
GUI (Graphical User Interface)
Action Safe
Modeling Paradigms
Point Light
26. A light used to simulate sunlight and works by rotation.
Directional Light
Normals (Display>Polygons>Face Normals)
Reflection Maps
Point Light
27. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Uniform Scaling
Non-Uniform Scaling
NURBS
Directional Light
28. Modified shape to specular
Bump Maps
Perspective Camera
Anisotropic
Shading Networks
29. Apply more than one material on object depending on position of ramp
Area Light
Phong and PhongE
Ramp Shader
Point Lights
30. Imitates light bulb - Omni-directional light rays - Fog
Proprietary Software
Point Light
Lambert
Anisotropic
31. Made up of isoparms (edges) - controlled vertices - patches (faces).
Blinn
NURBS
Right-Handed System
Bump Maps
32. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
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33. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Bump Maps
File Textures
Normals (Display>Polygons>Face Normals)
Primitive Shapes
34. A small box so that the title doesn't get cut off.
Title Safe
Layered Shader
'Swimming' Texture
Perspective Camera
35. Shows you the resolution of your shot and the aspect ratio of your render cam.
Phong and PhongE
Resolution Gate
Ambient Setting on Shaders
Orthographic Cameras
36. The front - side - top views.
Shading Networks
Orthographic Cameras
Ray Tracing
Ambient Light
37. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Stencil Maps
Hierarchies
Compositing
Point Lights
38. Apply more than one material on object depending on transparency
Layered Shader
Normals (Display>Polygons>Face Normals)
GUI (Graphical User Interface)
Ambient Setting on Shaders
39. Imitates fill light - Doesn't affect specular - Imitates bounced light
haders
Bump Maps
Ambient Light
NURBS
40. Rendering (taking pictures of) a whole sequence or "batch" of images.
Transparency Maps
Batch Rendering
Directional Light
Lambert
41. The connection between a shader and texture.
Normals (Display>Polygons>Face Normals)
Topology
Shading Networks
Reflection Maps
42. Software written specifically for that studio.
Ambient Light
Proprietary Software
Batch Rendering
Stencil Maps
43. Has sepcular - Used for really shiny objects
haders
Blinn
Polygons
Directional Light
44. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Directional Light
GUI (Graphical User Interface)
Non-Uniform Scaling
haders
45. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Modeling Paradigms
Perspective Camera
Hierarchies
Procedural Textures (2D and 3D)
46. A light that is being emitted in all directions.
Ramp Shader
Point Lights
Right-Handed System
Perspective Camera
47. Defines where material is transparent - AKA Scalar Maps
Topology
Transparency Maps
Naming Convention
Layered Shader
48. Software that uses graphics to click on/buttons instead of typed commands.
Normals (Display>Polygons>Face Normals)
Polygons
GUI (Graphical User Interface)
Naming Convention
49. Scaling all directions at once.
Layered Shader
Light Linking
Uniform Scaling
Point Lights
50. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Action Safe
Modeling Paradigms
Ray Tracing
Light Linking
Can you answer 50 questions in 15 minutes?
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