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