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