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