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