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