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