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