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