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