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