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