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