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