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