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