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