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