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