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