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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. Apply more than one material on object depending on transparency
haders
Layered Shader
Directional Light
Ambient Setting on Shaders
2. The flow of how the edges are patterned around the model.
Light Linking
Topology
Non-Uniform Scaling
Area Light
3. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Displacement Maps
Reflection Maps
Light Linking
Procedural Textures (2D and 3D)
4. Imitates theatrical spot light - Can be focused
Ramp Shader
Procedural Textures (2D and 3D)
Uniform Scaling
Spot Light
5. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
'Swimming' Texture
Reflection Maps
Area Light
6. Has specular - Fall off differs from Blinn
Refraction
World Origin
Hierarchies
Phong and PhongE
7. Apply more than one material on object depending on position of ramp
Ramp Shader
Topology
Normals (Display>Polygons>Face Normals)
Resolution Gate
8. The starting box where you add details needed.
Uniform Scaling
Transformations
Directional Light
Box Modeling
9. Do alter silhouette edge of object - Require higher tesselation of surface
Reflection Maps
Displacement Maps
Refraction
Bump Maps
10. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Ambient Light
Reflection Maps
'Swimming' Texture
11. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Title Safe
GUI (Graphical User Interface)
Spot Light
12. The front - side - top views.
NURBS
Point Light
Stencil Maps
Orthographic Cameras
13. Mathematically most simple - No specular - Used for matte finishes
World Origin
Normals (Display>Polygons>Face Normals)
Lambert
NURBS
14. A small box so that the title doesn't get cut off.
Primitive Shapes
Stencil Maps
Title Safe
Transformations
15. A texture that was taken from a file.
Action Safe
Ray Tracing
Procedural Textures (2D and 3D)
File Textures
16. A container that has either a shader - texture - etc.
Resolution Gate
Point Lights
GUI (Graphical User Interface)
Nodes
17. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Directional Light
Nodes
File Textures
haders
18. Defines where material is transparent - AKA Scalar Maps
Directional Light
Topology
Transparency Maps
'Swimming' Texture
19. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Modeling Paradigms
Box Modeling
Blinn
20. A black and white image that is used to give the illusion of a bumpy surface.
Textures
Point Light
Ambient Setting on Shaders
Bump Maps
21. Shows you the resolution of your shot and the aspect ratio of your render cam.
Stencil Maps
Compositing
Resolution Gate
Ambient Setting on Shaders
22. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Modeling Paradigms
Anisotropic
Naming Convention
23. 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.
'Swimming' Texture
Hierarchies
World Origin
Right-Handed System
24. Software that uses graphics to click on/buttons instead of typed commands.
Blinn
Light Linking
Hierarchies
GUI (Graphical User Interface)
25. A light used to simulate sunlight and works by rotation.
Uniform Scaling
Hierarchies
Topology
Directional Light
26. Has sepcular - Used for really shiny objects
Blinn
GUI (Graphical User Interface)
Non-Uniform Scaling
Proprietary Software
27. Imitates rectangular neon light source - Light comes out of source area
Area Light
Ambient Setting on Shaders
Transformations
Spot Light
28. When you take all rendered images into a software and turn them into a single movie file.
Normals (Display>Polygons>Face Normals)
Transformations
Compositing
NURBS
29. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Ambient Light
Procedural Textures (2D and 3D)
Box Modeling
Phong and PhongE
30. Rendering (taking pictures of) a whole sequence or "batch" of images.
Action Safe
Shading Networks
Right-Handed System
Batch Rendering
31. Off-the-shelf software that anyone uses.
Action Safe
Uniform Scaling
Nodes
Turnkey Software
32. The darkest color an object will ever be.
Lambert
Ambient Light
Ambient Setting on Shaders
Nodes
33. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Ray Tracing
Displacement Maps
Uniform Scaling
Polygons
34. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
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35. Includes translating - rotating - and scaling an object in (x -y -z).
Box Modeling
World Origin
Transformations
Stencil Maps
36. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Turnkey Software
Normals (Display>Polygons>Face Normals)
Modeling Paradigms
Topology
37. Imitates fill light - Doesn't affect specular - Imitates bounced light
World Origin
Lambert
Ambient Light
Bump Maps
38. Software written specifically for that studio.
Title Safe
Area Light
Proprietary Software
Non-Uniform Scaling
39. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
'Swimming' Texture
Bump Maps
Non-Uniform Scaling
40. Scaling all directions at once.
Uniform Scaling
Box Modeling
Refraction
Spot Light
41. Image or color that wraps around the model.
Ray Tracing
Bump Maps
Textures
Light Linking
42. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
GUI (Graphical User Interface)
Directional Light
Naming Convention
Light Linking
43. Do not alter silhouette edge of object - Implied texture
haders
Bump Maps
Directional Light
Non-Uniform Scaling
44. 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
haders
Hierarchies
Polygons
45. The connection between a shader and texture.
Batch Rendering
Perspective Camera
Point Light
Shading Networks
46. Modified shape to specular
Naming Convention
Reflection Maps
Anisotropic
Topology
47. The 3D view of your shot.
Perspective Camera
Resolution Gate
Polygons
Normals (Display>Polygons>Face Normals)
48. Naming all files in the same way so that they're easy to find.
NURBS
Procedural Textures (2D and 3D)
Naming Convention
'Swimming' Texture
49. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Reflection Maps
Turnkey Software
Transformations
50. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Phong and PhongE
Spot Light
Batch Rendering