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