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