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