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