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