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