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