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