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