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