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