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