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