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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. Picking one arrow and scaling one direction at a time.
Ray Tracing
Non-Uniform Scaling
Ambient Light
Normals (Display>Polygons>Face Normals)
2. 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
Topology
Hierarchies
Action Safe
3. Imitates theatrical spot light - Can be focused
Spot Light
Lambert
Perspective Camera
Layered Shader
4. The starting box where you add details needed.
Directional Light
Box Modeling
'Swimming' Texture
Anisotropic
5. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Perspective Camera
Non-Uniform Scaling
Directional Light
6. Do not alter silhouette edge of object - Implied texture
Nodes
Ambient Light
Bump Maps
Non-Uniform Scaling
7. Polygons - NURBS - SubDs
Bump Maps
Transparency Maps
Shading Networks
Modeling Paradigms
8. Includes translating - rotating - and scaling an object in (x -y -z).
Batch Rendering
Transformations
Bump Maps
Blinn
9. Off-the-shelf software that anyone uses.
Ramp Shader
Turnkey Software
Compositing
Light Linking
10. The flow of how the edges are patterned around the model.
Ambient Light
Ray Tracing
Shading Networks
Topology
11. When you take all rendered images into a software and turn them into a single movie file.
Primitive Shapes
Compositing
Hierarchies
Box Modeling
12. The box where an important action must fit so that nothing gets cut off.
Topology
Reflection Maps
Naming Convention
Action Safe
13. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Batch Rendering
Reflection Maps
Ambient Setting on Shaders
Title Safe
14. The 3D view of your shot.
Ambient Setting on Shaders
Reflection Maps
Light Linking
Perspective Camera
15. Defines where material is transparent - AKA Scalar Maps
Refraction
Transparency Maps
NURBS
Naming Convention
16. Combine color map with transparency map to create a label that can be applied to surface
Anisotropic
Bump Maps
Stencil Maps
World Origin
17. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Phong and PhongE
Proprietary Software
Modeling Paradigms
18. Naming all files in the same way so that they're easy to find.
Naming Convention
Modeling Paradigms
Uniform Scaling
File Textures
19. Rendering (taking pictures of) a whole sequence or "batch" of images.
Textures
Directional Light
Bump Maps
Batch Rendering
20. The front - side - top views.
Reflection Maps
Compositing
Box Modeling
Orthographic Cameras
21. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Light Linking
Point Lights
Spot Light
22. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
23. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Lambert
Layered Shader
Normals (Display>Polygons>Face Normals)
Primitive Shapes
24. Has specular - Fall off differs from Blinn
Point Light
Ambient Light
Batch Rendering
Phong and PhongE
25. A light used to simulate sunlight and works by rotation.
Proprietary Software
Shading Networks
Primitive Shapes
Directional Light
26. 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.
Directional Light
Right-Handed System
Uniform Scaling
Area Light
27. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Procedural Textures (2D and 3D)
World Origin
NURBS
28. A container that has either a shader - texture - etc.
Layered Shader
Nodes
Ambient Light
Spot Light
29. Apply more than one material on object depending on transparency
Layered Shader
Point Light
Polygons
Ray Tracing
30. Image or color that wraps around the model.
Proprietary Software
Transformations
Textures
Polygons
31. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Uniform Scaling
Area Light
Shading Networks
32. Modified shape to specular
haders
Refraction
Topology
Anisotropic
33. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
World Origin
Action Safe
Procedural Textures (2D and 3D)
Point Light
34. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Modeling Paradigms
haders
Normals (Display>Polygons>Face Normals)
35. Apply more than one material on object depending on position of ramp
File Textures
Bump Maps
Batch Rendering
Ramp Shader
36. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Resolution Gate
Nodes
Point Lights
37. The connection between a shader and texture.
Anisotropic
Batch Rendering
Ambient Setting on Shaders
Shading Networks
38. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Layered Shader
Nodes
haders
Refraction
39. Imitates rectangular neon light source - Light comes out of source area
Topology
Anisotropic
Area Light
Transformations
40. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Point Lights
Displacement Maps
Non-Uniform Scaling
Refraction
41. A light that is being emitted in all directions.
NURBS
Directional Light
Point Lights
Blinn
42. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
GUI (Graphical User Interface)
NURBS
Anisotropic
43. Do alter silhouette edge of object - Require higher tesselation of surface
Bump Maps
Displacement Maps
Ray Tracing
Area Light
44. Imitates light bulb - Omni-directional light rays - Fog
Displacement Maps
Shading Networks
Refraction
Point Light
45. Has sepcular - Used for really shiny objects
Orthographic Cameras
Uniform Scaling
Blinn
Bump Maps
46. Imitates fill light - Doesn't affect specular - Imitates bounced light
Refraction
Displacement Maps
Ambient Light
Light Linking
47. A texture that was taken from a file.
Uniform Scaling
Layered Shader
Directional Light
File Textures
48. The darkest color an object will ever be.
Ambient Setting on Shaders
Point Lights
Reflection Maps
Spot Light
49. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Bump Maps
Proprietary Software
Right-Handed System
World Origin
50. Scaling all directions at once.
Non-Uniform Scaling
Uniform Scaling
Refraction
Normals (Display>Polygons>Face Normals)