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