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