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