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