SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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 small box so that the title doesn't get cut off.
Action Safe
Polygons
File Textures
Title Safe
2. Made up of isoparms (edges) - controlled vertices - patches (faces).
Modeling Paradigms
Primitive Shapes
NURBS
Reflection Maps
3. A black and white image that is used to give the illusion of a bumpy surface.
Turnkey Software
NURBS
Bump Maps
Anisotropic
4. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Bump Maps
Procedural Textures (2D and 3D)
Non-Uniform Scaling
Normals (Display>Polygons>Face Normals)
5. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Turnkey Software
Procedural Textures (2D and 3D)
Directional Light
Displacement Maps
6. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Naming Convention
Orthographic Cameras
Polygons
haders
7. A texture that was taken from a file.
Right-Handed System
Perspective Camera
File Textures
Non-Uniform Scaling
8. Software written specifically for that studio.
Area Light
Spot Light
Proprietary Software
Polygons
9. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Non-Uniform Scaling
Naming Convention
Bump Maps
10. Software that uses graphics to click on/buttons instead of typed commands.
Layered Shader
GUI (Graphical User Interface)
Spot Light
Procedural Textures (2D and 3D)
11. The connection between a shader and texture.
Ambient Light
Shading Networks
Directional Light
Topology
12. Off-the-shelf software that anyone uses.
Right-Handed System
Reflection Maps
GUI (Graphical User Interface)
Turnkey Software
13. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Reflection Maps
Refraction
Transformations
Non-Uniform Scaling
14. A light used to simulate sunlight and works by rotation.
Ambient Setting on Shaders
Bump Maps
Reflection Maps
Directional Light
15. Has specular - Fall off differs from Blinn
Procedural Textures (2D and 3D)
Phong and PhongE
Turnkey Software
Compositing
16. Naming all files in the same way so that they're easy to find.
Compositing
Naming Convention
Transparency Maps
Spot Light
17. Imitates theatrical spot light - Can be focused
Nodes
Spot Light
Perspective Camera
Ambient Light
18. Polygons - NURBS - SubDs
Turnkey Software
Modeling Paradigms
Non-Uniform Scaling
Right-Handed System
19. Picking one arrow and scaling one direction at a time.
Right-Handed System
Polygons
Reflection Maps
Non-Uniform Scaling
20. Shows you the resolution of your shot and the aspect ratio of your render cam.
'Swimming' Texture
Transparency Maps
Box Modeling
Resolution Gate
21. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
GUI (Graphical User Interface)
Normals (Display>Polygons>Face Normals)
Reflection Maps
Title Safe
22. Includes translating - rotating - and scaling an object in (x -y -z).
Textures
Transformations
Ambient Light
Light Linking
23. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Point Lights
haders
Proprietary Software
Directional Light
24. The darkest color an object will ever be.
Anisotropic
Ambient Setting on Shaders
Turnkey Software
Primitive Shapes
25. 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
Right-Handed System
World Origin
Batch Rendering
26. Apply more than one material on object depending on position of ramp
Turnkey Software
Ramp Shader
Proprietary Software
Ambient Setting on Shaders
27. Imitates light bulb - Omni-directional light rays - Fog
Topology
Point Lights
Nodes
Point Light
28. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Non-Uniform Scaling
Light Linking
File Textures
Displacement Maps
29. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Transformations
Ray Tracing
Ambient Setting on Shaders
Ramp Shader
30. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Directional Light
Spot Light
World Origin
Modeling Paradigms
31. Mathematically most simple - No specular - Used for matte finishes
Right-Handed System
Lambert
Proprietary Software
Hierarchies
32. The 3D view of your shot.
Perspective Camera
Normals (Display>Polygons>Face Normals)
Turnkey Software
Anisotropic
33. Do not alter silhouette edge of object - Implied texture
Ambient Light
Batch Rendering
haders
Bump Maps
34. Apply more than one material on object depending on transparency
Ramp Shader
Shading Networks
Layered Shader
Transformations
35. Defines where material is transparent - AKA Scalar Maps
Ray Tracing
Topology
Light Linking
Transparency Maps
36. Imitates fill light - Doesn't affect specular - Imitates bounced light
Title Safe
Action Safe
Ambient Light
Primitive Shapes
37. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Point Light
Topology
Ambient Setting on Shaders
38. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Ray Tracing
Refraction
Non-Uniform Scaling
39. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Hierarchies
Ramp Shader
Textures
NURBS
40. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
41. The front - side - top views.
Orthographic Cameras
Transformations
Resolution Gate
Topology
42. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Procedural Textures (2D and 3D)
Layered Shader
Displacement Maps
43. Imitates rectangular neon light source - Light comes out of source area
Area Light
Reflection Maps
World Origin
Hierarchies
44. The flow of how the edges are patterned around the model.
Topology
Phong and PhongE
Directional Light
NURBS
45. A light that is being emitted in all directions.
Point Light
Point Lights
Orthographic Cameras
Layered Shader
46. Has sepcular - Used for really shiny objects
Normals (Display>Polygons>Face Normals)
Topology
Bump Maps
Blinn
47. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Right-Handed System
Bump Maps
Bump Maps
48. A container that has either a shader - texture - etc.
Batch Rendering
Nodes
Textures
Turnkey Software
49. Modified shape to specular
Anisotropic
Textures
Lambert
Directional Light
50. The box where an important action must fit so that nothing gets cut off.
Action Safe
Nodes
Displacement Maps
Directional Light