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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.
Compositing
Non-Uniform Scaling
Lambert
Refraction
2. A small box so that the title doesn't get cut off.
Lambert
Transparency Maps
Title Safe
Naming Convention
3. Apply more than one material on object depending on transparency
Layered Shader
Action Safe
Title Safe
Procedural Textures (2D and 3D)
4. The connection between a shader and texture.
Shading Networks
Phong and PhongE
Ambient Setting on Shaders
Ambient Light
5. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Turnkey Software
Title Safe
World Origin
Blinn
6. When you take all rendered images into a software and turn them into a single movie file.
Perspective Camera
GUI (Graphical User Interface)
Ray Tracing
Compositing
7. Includes translating - rotating - and scaling an object in (x -y -z).
Orthographic Cameras
Hierarchies
Transformations
Topology
8. Has specular - Fall off differs from Blinn
Phong and PhongE
Action Safe
NURBS
Reflection Maps
9. The darkest color an object will ever be.
Directional Light
Ambient Setting on Shaders
Shading Networks
Area Light
10. The 3D view of your shot.
Perspective Camera
Topology
Anisotropic
Directional Light
11. Apply more than one material on object depending on position of ramp
Anisotropic
Directional Light
Ramp Shader
Displacement Maps
12. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Turnkey Software
Phong and PhongE
Light Linking
Layered Shader
13. Imitates rectangular neon light source - Light comes out of source area
Ambient Setting on Shaders
Area Light
Hierarchies
Point Lights
14. The front - side - top views.
Orthographic Cameras
NURBS
Transparency Maps
Point Lights
15. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
16. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
'Swimming' Texture
Transparency Maps
Reflection Maps
Area Light
17. Software that uses graphics to click on/buttons instead of typed commands.
Orthographic Cameras
'Swimming' Texture
GUI (Graphical User Interface)
Non-Uniform Scaling
18. A light that is being emitted in all directions.
Directional Light
Naming Convention
Phong and PhongE
Point Lights
19. A container that has either a shader - texture - etc.
Nodes
Bump Maps
Ambient Setting on Shaders
Turnkey Software
20. Has sepcular - Used for really shiny objects
Blinn
Hierarchies
Ray Tracing
'Swimming' Texture
21. Scaling all directions at once.
Uniform Scaling
Ambient Setting on Shaders
Stencil Maps
Orthographic Cameras
22. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Action Safe
Modeling Paradigms
Right-Handed System
23. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Phong and PhongE
Compositing
Refraction
Shading Networks
24. Something that shows how light will affect a model (Blinn - Lambert - etc.)
File Textures
Lambert
haders
Spot Light
25. A texture that was taken from a file.
File Textures
Resolution Gate
Turnkey Software
Ramp Shader
26. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Right-Handed System
Hierarchies
Layered Shader
Bump Maps
27. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Nodes
Light Linking
Title Safe
28. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Ray Tracing
Title Safe
Polygons
Resolution Gate
29. Imitates theatrical spot light - Can be focused
Spot Light
NURBS
Uniform Scaling
Ramp Shader
30. Image or color that wraps around the model.
Box Modeling
Textures
Point Lights
Normals (Display>Polygons>Face Normals)
31. Imitates fill light - Doesn't affect specular - Imitates bounced light
Blinn
Ambient Light
Resolution Gate
Directional Light
32. 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
Orthographic Cameras
Uniform Scaling
Displacement Maps
33. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Transparency Maps
Procedural Textures (2D and 3D)
Transformations
Directional Light
34. Modified shape to specular
Anisotropic
Procedural Textures (2D and 3D)
Action Safe
Ambient Light
35. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Reflection Maps
Action Safe
Directional Light
Anisotropic
36. A black and white image that is used to give the illusion of a bumpy surface.
Box Modeling
Refraction
Bump Maps
Normals (Display>Polygons>Face Normals)
37. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Blinn
Ray Tracing
GUI (Graphical User Interface)
Anisotropic
38. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Topology
Spot Light
Blinn
39. Polygons - NURBS - SubDs
Modeling Paradigms
Normals (Display>Polygons>Face Normals)
Compositing
Naming Convention
40. The flow of how the edges are patterned around the model.
Topology
Batch Rendering
Reflection Maps
Spot Light
41. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Blinn
Action Safe
File Textures
42. Do not alter silhouette edge of object - Implied texture
Nodes
Bump Maps
Uniform Scaling
Modeling Paradigms
43. Off-the-shelf software that anyone uses.
NURBS
File Textures
Layered Shader
Turnkey Software
44. Shows you the resolution of your shot and the aspect ratio of your render cam.
Non-Uniform Scaling
Transparency Maps
Resolution Gate
Ramp Shader
45. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Point Lights
Normals (Display>Polygons>Face Normals)
Area Light
Topology
46. Rendering (taking pictures of) a whole sequence or "batch" of images.
Point Light
Displacement Maps
Turnkey Software
Batch Rendering
47. Software written specifically for that studio.
Naming Convention
Proprietary Software
Title Safe
Textures
48. Naming all files in the same way so that they're easy to find.
Ambient Light
Non-Uniform Scaling
Naming Convention
Box Modeling
49. The starting box where you add details needed.
Directional Light
'Swimming' Texture
Box Modeling
Transparency Maps
50. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Batch Rendering
Textures
Nodes
Primitive Shapes