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