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