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