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