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