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