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