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