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