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