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