SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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. 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.
Reflection Maps
Light Linking
Right-Handed System
Primitive Shapes
2. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Primitive Shapes
GUI (Graphical User Interface)
Turnkey Software
Light Linking
3. A black and white image that is used to give the illusion of a bumpy surface.
Transparency Maps
Bump Maps
Non-Uniform Scaling
File Textures
4. Mathematically most simple - No specular - Used for matte finishes
Light Linking
Point Light
Layered Shader
Lambert
5. Modified shape to specular
Layered Shader
GUI (Graphical User Interface)
Batch Rendering
Anisotropic
6. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Box Modeling
Refraction
Phong and PhongE
Non-Uniform Scaling
7. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Transformations
Ray Tracing
Transparency Maps
Ambient Light
8. The darkest color an object will ever be.
Refraction
Primitive Shapes
Ambient Setting on Shaders
Nodes
9. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Naming Convention
Normals (Display>Polygons>Face Normals)
Polygons
Primitive Shapes
10. Imitates light bulb - Omni-directional light rays - Fog
Modeling Paradigms
Point Light
Light Linking
Bump Maps
11. 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
Primitive Shapes
Hierarchies
Transformations
12. A light that is being emitted in all directions.
Phong and PhongE
Point Lights
File Textures
Light Linking
13. When you take all rendered images into a software and turn them into a single movie file.
Title Safe
GUI (Graphical User Interface)
Compositing
Ramp Shader
14. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Non-Uniform Scaling
Light Linking
Reflection Maps
Bump Maps
15. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Ambient Setting on Shaders
Spot Light
GUI (Graphical User Interface)
16. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
17. A texture that was taken from a file.
File Textures
Nodes
Modeling Paradigms
Perspective Camera
18. A small box so that the title doesn't get cut off.
Box Modeling
Area Light
Title Safe
Bump Maps
19. The box where an important action must fit so that nothing gets cut off.
Normals (Display>Polygons>Face Normals)
Action Safe
Area Light
Refraction
20. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
NURBS
Bump Maps
Area Light
World Origin
21. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
NURBS
Transformations
Phong and PhongE
Primitive Shapes
22. Imitates theatrical spot light - Can be focused
Spot Light
Transformations
Orthographic Cameras
Resolution Gate
23. Has specular - Fall off differs from Blinn
Turnkey Software
Modeling Paradigms
Phong and PhongE
Lambert
24. Scaling all directions at once.
Refraction
Turnkey Software
Uniform Scaling
Polygons
25. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Directional Light
haders
Bump Maps
Directional Light
26. Naming all files in the same way so that they're easy to find.
Naming Convention
Displacement Maps
Transparency Maps
Procedural Textures (2D and 3D)
27. Apply more than one material on object depending on transparency
World Origin
Transformations
Layered Shader
haders
28. Includes translating - rotating - and scaling an object in (x -y -z).
Orthographic Cameras
Textures
Shading Networks
Transformations
29. Defines where material is transparent - AKA Scalar Maps
Blinn
NURBS
Perspective Camera
Transparency Maps
30. Rendering (taking pictures of) a whole sequence or "batch" of images.
Ray Tracing
Blinn
GUI (Graphical User Interface)
Batch Rendering
31. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Anisotropic
Normals (Display>Polygons>Face Normals)
Area Light
Resolution Gate
32. The 3D view of your shot.
Point Light
Transformations
Blinn
Perspective Camera
33. The connection between a shader and texture.
Point Light
Bump Maps
Anisotropic
Shading Networks
34. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Transformations
Box Modeling
Spot Light
35. The front - side - top views.
Orthographic Cameras
Refraction
Perspective Camera
File Textures
36. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Textures
Refraction
Directional Light
Hierarchies
37. Has sepcular - Used for really shiny objects
Uniform Scaling
Blinn
Action Safe
Non-Uniform Scaling
38. A container that has either a shader - texture - etc.
Proprietary Software
Nodes
Directional Light
Non-Uniform Scaling
39. The flow of how the edges are patterned around the model.
Ray Tracing
Perspective Camera
Topology
Ramp Shader
40. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Transformations
Bump Maps
Naming Convention
Procedural Textures (2D and 3D)
41. A light used to simulate sunlight and works by rotation.
Directional Light
Spot Light
Normals (Display>Polygons>Face Normals)
Right-Handed System
42. The starting box where you add details needed.
Point Lights
Box Modeling
NURBS
haders
43. Made up of isoparms (edges) - controlled vertices - patches (faces).
Naming Convention
Stencil Maps
NURBS
Non-Uniform Scaling
44. Imitates fill light - Doesn't affect specular - Imitates bounced light
Non-Uniform Scaling
Ambient Light
Area Light
Title Safe
45. Imitates rectangular neon light source - Light comes out of source area
Box Modeling
Anisotropic
Point Light
Area Light
46. Shows you the resolution of your shot and the aspect ratio of your render cam.
Textures
Ray Tracing
Resolution Gate
Ambient Light
47. Apply more than one material on object depending on position of ramp
Ramp Shader
Non-Uniform Scaling
Bump Maps
Lambert
48. Off-the-shelf software that anyone uses.
Turnkey Software
Layered Shader
Point Lights
Resolution Gate
49. Polygons - NURBS - SubDs
Modeling Paradigms
Ambient Light
Ambient Setting on Shaders
Transparency Maps
50. Do not alter silhouette edge of object - Implied texture
Resolution Gate
Anisotropic
Textures
Bump Maps