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