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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. Image or color that wraps around the model.
Textures
Point Light
Ambient Setting on Shaders
Box Modeling
2. Polygons - NURBS - SubDs
Modeling Paradigms
NURBS
Light Linking
Shading Networks
3. Off-the-shelf software that anyone uses.
Ray Tracing
Resolution Gate
Turnkey Software
Blinn
4. The flow of how the edges are patterned around the model.
Directional Light
Ray Tracing
Topology
Transparency Maps
5. A light that is being emitted in all directions.
Box Modeling
Point Lights
World Origin
Stencil Maps
6. Apply more than one material on object depending on transparency
Layered Shader
Batch Rendering
Directional Light
Light Linking
7. Made up of isoparms (edges) - controlled vertices - patches (faces).
Area Light
Polygons
Perspective Camera
NURBS
8. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Title Safe
Directional Light
World Origin
'Swimming' Texture
9. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Box Modeling
Non-Uniform Scaling
Anisotropic
10. The connection between a shader and texture.
Topology
Shading Networks
Modeling Paradigms
'Swimming' Texture
11. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Normals (Display>Polygons>Face Normals)
Right-Handed System
Ramp Shader
Primitive Shapes
12. Imitates rectangular neon light source - Light comes out of source area
Ramp Shader
Area Light
Nodes
Orthographic Cameras
13. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Lambert
Non-Uniform Scaling
Textures
14. The starting box where you add details needed.
Directional Light
Primitive Shapes
Polygons
Box Modeling
15. 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.
Stencil Maps
haders
Right-Handed System
Compositing
16. Has sepcular - Used for really shiny objects
Stencil Maps
Ramp Shader
Blinn
Layered Shader
17. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Modeling Paradigms
Polygons
Reflection Maps
Ambient Setting on Shaders
18. Includes translating - rotating - and scaling an object in (x -y -z).
'Swimming' Texture
Stencil Maps
Transformations
Bump Maps
19. Software written specifically for that studio.
Action Safe
Box Modeling
Proprietary Software
Blinn
20. The darkest color an object will ever be.
Point Lights
Ambient Setting on Shaders
Transformations
Normals (Display>Polygons>Face Normals)
21. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Transparency Maps
Reflection Maps
Naming Convention
22. The 3D view of your shot.
Naming Convention
Perspective Camera
Resolution Gate
Ray Tracing
23. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Hierarchies
Layered Shader
Procedural Textures (2D and 3D)
Displacement Maps
24. Has specular - Fall off differs from Blinn
Directional Light
Phong and PhongE
Transformations
Shading Networks
25. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Point Light
Textures
Compositing
haders
26. Modified shape to specular
Reflection Maps
Textures
Area Light
Anisotropic
27. Imitates fill light - Doesn't affect specular - Imitates bounced light
Anisotropic
Turnkey Software
Ambient Light
Point Light
28. A small box so that the title doesn't get cut off.
Ambient Setting on Shaders
World Origin
Title Safe
Hierarchies
29. Imitates theatrical spot light - Can be focused
Transparency Maps
Point Light
Spot Light
Compositing
30. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Ambient Setting on Shaders
Light Linking
Box Modeling
Directional Light
31. Do not alter silhouette edge of object - Implied texture
Bump Maps
Textures
Reflection Maps
Transformations
32. Apply more than one material on object depending on position of ramp
Hierarchies
Stencil Maps
Point Lights
Ramp Shader
33. A light used to simulate sunlight and works by rotation.
Directional Light
NURBS
Transparency Maps
GUI (Graphical User Interface)
34. Software that uses graphics to click on/buttons instead of typed commands.
Topology
'Swimming' Texture
GUI (Graphical User Interface)
Reflection Maps
35. 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)
Topology
Non-Uniform Scaling
Point Lights
36. When you take all rendered images into a software and turn them into a single movie file.
Ambient Light
Topology
Compositing
Layered Shader
37. Combine color map with transparency map to create a label that can be applied to surface
Orthographic Cameras
Stencil Maps
Resolution Gate
Bump Maps
38. The box where an important action must fit so that nothing gets cut off.
Ramp Shader
Action Safe
Polygons
Naming Convention
39. The front - side - top views.
Orthographic Cameras
Polygons
Point Light
Ambient Light
40. Naming all files in the same way so that they're easy to find.
Transformations
Naming Convention
Nodes
Box Modeling
41. Picking one arrow and scaling one direction at a time.
Directional Light
GUI (Graphical User Interface)
Non-Uniform Scaling
Topology
42. A container that has either a shader - texture - etc.
Ray Tracing
GUI (Graphical User Interface)
Nodes
'Swimming' Texture
43. A texture that was taken from a file.
Orthographic Cameras
Bump Maps
File Textures
Primitive Shapes
44. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Perspective Camera
Procedural Textures (2D and 3D)
Ray Tracing
45. 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)
Perspective Camera
Right-Handed System
Transparency Maps
46. A black and white image that is used to give the illusion of a bumpy surface.
Phong and PhongE
Displacement Maps
Bump Maps
NURBS
47. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
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48. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Batch Rendering
Box Modeling
Normals (Display>Polygons>Face Normals)
49. Rendering (taking pictures of) a whole sequence or "batch" of images.
Spot Light
Batch Rendering
Ambient Light
Area Light
50. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Lambert
Non-Uniform Scaling
Orthographic Cameras