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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. Do not alter silhouette edge of object - Implied texture
NURBS
GUI (Graphical User Interface)
Bump Maps
Proprietary Software
2. The flow of how the edges are patterned around the model.
NURBS
Directional Light
Blinn
Topology
3. Has specular - Fall off differs from Blinn
Bump Maps
Normals (Display>Polygons>Face Normals)
Phong and PhongE
Primitive Shapes
4. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Perspective Camera
Hierarchies
Ambient Light
5. Imitates theatrical spot light - Can be focused
Layered Shader
Compositing
Spot Light
Transformations
6. A texture that was taken from a file.
File Textures
Proprietary Software
Reflection Maps
Refraction
7. The connection between a shader and texture.
Shading Networks
Modeling Paradigms
Normals (Display>Polygons>Face Normals)
Layered Shader
8. Naming all files in the same way so that they're easy to find.
Naming Convention
Lambert
Nodes
Bump Maps
9. The darkest color an object will ever be.
Spot Light
Ramp Shader
Normals (Display>Polygons>Face Normals)
Ambient Setting on Shaders
10. Apply more than one material on object depending on transparency
Spot Light
Layered Shader
Phong and PhongE
Modeling Paradigms
11. The 3D view of your shot.
Title Safe
Compositing
Textures
Perspective Camera
12. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Compositing
Light Linking
Primitive Shapes
World Origin
13. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Transformations
Procedural Textures (2D and 3D)
Layered Shader
Ambient Light
14. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Light Linking
Uniform Scaling
Blinn
15. A black and white image that is used to give the illusion of a bumpy surface.
File Textures
Spot Light
Bump Maps
'Swimming' Texture
16. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Ray Tracing
Ambient Light
haders
Refraction
17. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Bump Maps
File Textures
Batch Rendering
Primitive Shapes
18. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Textures
Ray Tracing
Shading Networks
Procedural Textures (2D and 3D)
19. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
'Swimming' Texture
Normals (Display>Polygons>Face Normals)
Directional Light
Ray Tracing
20. Image or color that wraps around the model.
Nodes
Box Modeling
Phong and PhongE
Textures
21. The starting box where you add details needed.
Box Modeling
Area Light
Turnkey Software
Reflection Maps
22. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Procedural Textures (2D and 3D)
Stencil Maps
Ambient Light
23. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
World Origin
Normals (Display>Polygons>Face Normals)
Directional Light
Nodes
24. The front - side - top views.
Bump Maps
Orthographic Cameras
Directional Light
Refraction
25. Modified shape to specular
Procedural Textures (2D and 3D)
Directional Light
Ramp Shader
Anisotropic
26. A small box so that the title doesn't get cut off.
haders
Title Safe
Blinn
Anisotropic
27. A light that is being emitted in all directions.
Point Lights
GUI (Graphical User Interface)
Topology
Naming Convention
28. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Perspective Camera
Bump Maps
Phong and PhongE
World Origin
29. Has sepcular - Used for really shiny objects
Displacement Maps
Action Safe
GUI (Graphical User Interface)
Blinn
30. When you take all rendered images into a software and turn them into a single movie file.
Stencil Maps
Batch Rendering
Compositing
Uniform Scaling
31. A light used to simulate sunlight and works by rotation.
Directional Light
Hierarchies
haders
Point Light
32. Combine color map with transparency map to create a label that can be applied to surface
Naming Convention
Batch Rendering
File Textures
Stencil Maps
33. Software written specifically for that studio.
Hierarchies
Proprietary Software
Bump Maps
Orthographic Cameras
34. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Right-Handed System
Non-Uniform Scaling
Reflection Maps
Textures
35. Off-the-shelf software that anyone uses.
Turnkey Software
Uniform Scaling
Point Light
Transparency Maps
36. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Transparency Maps
Displacement Maps
Polygons
37. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
World Origin
Phong and PhongE
NURBS
38. Made up of isoparms (edges) - controlled vertices - patches (faces).
Normals (Display>Polygons>Face Normals)
NURBS
Transformations
Turnkey Software
39. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
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40. Defines where material is transparent - AKA Scalar Maps
Directional Light
Anisotropic
Transparency Maps
Layered Shader
41. Picking one arrow and scaling one direction at a time.
Ambient Light
Modeling Paradigms
Directional Light
Non-Uniform Scaling
42. 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
Resolution Gate
Anisotropic
Orthographic Cameras
43. Apply more than one material on object depending on position of ramp
World Origin
Ramp Shader
Action Safe
'Swimming' Texture
44. Software that uses graphics to click on/buttons instead of typed commands.
Ambient Setting on Shaders
Blinn
Topology
GUI (Graphical User Interface)
45. Polygons - NURBS - SubDs
'Swimming' Texture
Transparency Maps
Proprietary Software
Modeling Paradigms
46. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Stencil Maps
Polygons
Bump Maps
Reflection Maps
47. The box where an important action must fit so that nothing gets cut off.
Shading Networks
Compositing
Action Safe
Ray Tracing
48. Imitates fill light - Doesn't affect specular - Imitates bounced light
haders
Ambient Light
Perspective Camera
Ramp Shader
49. A container that has either a shader - texture - etc.
World Origin
Nodes
Ray Tracing
Primitive Shapes
50. Imitates rectangular neon light source - Light comes out of source area
Area Light
Proprietary Software
Right-Handed System
Layered Shader