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