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