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