SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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. Image or color that wraps around the model.
Bump Maps
File Textures
NURBS
Textures
2. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Displacement Maps
Naming Convention
Ray Tracing
Orthographic Cameras
3. Picking one arrow and scaling one direction at a time.
Directional Light
Lambert
Non-Uniform Scaling
Ramp Shader
4. Apply more than one material on object depending on transparency
Layered Shader
Stencil Maps
Reflection Maps
haders
5. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Directional Light
Ambient Light
Hierarchies
Topology
6. A texture that was taken from a file.
File Textures
NURBS
Lambert
Primitive Shapes
7. Imitates theatrical spot light - Can be focused
Normals (Display>Polygons>Face Normals)
Spot Light
Proprietary Software
Ramp Shader
8. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Point Light
Directional Light
World Origin
Stencil Maps
9. Apply more than one material on object depending on position of ramp
Ramp Shader
Point Light
Refraction
Title Safe
10. A small box so that the title doesn't get cut off.
Title Safe
Proprietary Software
'Swimming' Texture
Non-Uniform Scaling
11. A light used to simulate sunlight and works by rotation.
Orthographic Cameras
Directional Light
Topology
Action Safe
12. A black and white image that is used to give the illusion of a bumpy surface.
haders
Ambient Setting on Shaders
Bump Maps
Perspective Camera
13. The connection between a shader and texture.
Light Linking
Stencil Maps
Procedural Textures (2D and 3D)
Shading Networks
14. Shows you the resolution of your shot and the aspect ratio of your render cam.
Phong and PhongE
Resolution Gate
Proprietary Software
Layered Shader
15. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Ramp Shader
Point Lights
Refraction
Orthographic Cameras
16. When you take all rendered images into a software and turn them into a single movie file.
Proprietary Software
Compositing
Ambient Setting on Shaders
Topology
17. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Refraction
Transparency Maps
Reflection Maps
Action Safe
18. Made up of isoparms (edges) - controlled vertices - patches (faces).
haders
NURBS
World Origin
Phong and PhongE
19. The 3D view of your shot.
Topology
Perspective Camera
Spot Light
Resolution Gate
20. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
21. Do not alter silhouette edge of object - Implied texture
Compositing
Bump Maps
Point Light
Proprietary Software
22. Software that uses graphics to click on/buttons instead of typed commands.
Stencil Maps
GUI (Graphical User Interface)
Topology
Reflection Maps
23. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Proprietary Software
Compositing
Box Modeling
Procedural Textures (2D and 3D)
24. Mathematically most simple - No specular - Used for matte finishes
Topology
Shading Networks
Hierarchies
Lambert
25. Do alter silhouette edge of object - Require higher tesselation of surface
haders
Displacement Maps
Ray Tracing
Non-Uniform Scaling
26. Scaling all directions at once.
Area Light
Non-Uniform Scaling
Box Modeling
Uniform Scaling
27. Off-the-shelf software that anyone uses.
Directional Light
Perspective Camera
Turnkey Software
Normals (Display>Polygons>Face Normals)
28. Polygons - NURBS - SubDs
Topology
Box Modeling
Ray Tracing
Modeling Paradigms
29. Software written specifically for that studio.
Point Lights
Bump Maps
Directional Light
Proprietary Software
30. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Refraction
Polygons
Action Safe
GUI (Graphical User Interface)
31. Imitates rectangular neon light source - Light comes out of source area
Transformations
Hierarchies
Nodes
Area Light
32. Naming all files in the same way so that they're easy to find.
Primitive Shapes
Topology
Procedural Textures (2D and 3D)
Naming Convention
33. Imitates light bulb - Omni-directional light rays - Fog
Bump Maps
Point Light
Ambient Light
Displacement Maps
34. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Polygons
Shading Networks
Directional Light
Orthographic Cameras
35. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Title Safe
Non-Uniform Scaling
Primitive Shapes
Bump Maps
36. A light that is being emitted in all directions.
Batch Rendering
Proprietary Software
Bump Maps
Point Lights
37. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Reflection Maps
Turnkey Software
Ramp Shader
38. Rendering (taking pictures of) a whole sequence or "batch" of images.
Non-Uniform Scaling
Batch Rendering
Directional Light
Bump Maps
39. The front - side - top views.
Nodes
Normals (Display>Polygons>Face Normals)
Orthographic Cameras
Transformations
40. The starting box where you add details needed.
Layered Shader
Box Modeling
Polygons
Spot Light
41. A container that has either a shader - texture - etc.
Proprietary Software
Nodes
Title Safe
Directional Light
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.
Modeling Paradigms
Right-Handed System
Uniform Scaling
Directional Light
43. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Compositing
Hierarchies
Light Linking
Proprietary Software
44. 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)
File Textures
Transformations
Spot Light
45. Combine color map with transparency map to create a label that can be applied to surface
Refraction
Title Safe
Stencil Maps
Non-Uniform Scaling
46. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Refraction
Hierarchies
Nodes
47. Has sepcular - Used for really shiny objects
Blinn
Directional Light
Transformations
Reflection Maps
48. The flow of how the edges are patterned around the model.
Topology
Compositing
Spot Light
Non-Uniform Scaling
49. The darkest color an object will ever be.
Orthographic Cameras
File Textures
Ambient Setting on Shaders
Right-Handed System
50. Has specular - Fall off differs from Blinn
Uniform Scaling
Refraction
Hierarchies
Phong and PhongE