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