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