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Test your basic knowledge |
Maya 3D Computer Modeling
Start Test
Study First
Subject
:
it-skills
Instructions:
Answer
25
questions in
10 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. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Textures
World Origin
Ray Tracing
Area Light
2. Polygons - NURBS - SubDs
Textures
Reflection Maps
Modeling Paradigms
Action Safe
3. Off-the-shelf software that anyone uses.
Procedural Textures (2D and 3D)
Refraction
Directional Light
Turnkey Software
4. Software written specifically for that studio.
NURBS
Bump Maps
Proprietary Software
Ambient Setting on Shaders
5. Combine color map with transparency map to create a label that can be applied to surface
Shading Networks
Normals (Display>Polygons>Face Normals)
Directional Light
Stencil Maps
6. The starting box where you add details needed.
Uniform Scaling
Lambert
Phong and PhongE
Box Modeling
7. The box where an important action must fit so that nothing gets cut off.
Uniform Scaling
Resolution Gate
Hierarchies
Action Safe
8. Modified shape to specular
'Swimming' Texture
Anisotropic
Stencil Maps
Directional Light
9. 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.
Ambient Light
Polygons
Layered Shader
Right-Handed System
10. Imitates light bulb - Omni-directional light rays - Fog
File Textures
Point Light
Ray Tracing
Batch Rendering
11. Made up of isoparms (edges) - controlled vertices - patches (faces).
Procedural Textures (2D and 3D)
Modeling Paradigms
NURBS
'Swimming' Texture
12. The flow of how the edges are patterned around the model.
Light Linking
Textures
Phong and PhongE
Topology
13. Has sepcular - Used for really shiny objects
Blinn
Box Modeling
Anisotropic
GUI (Graphical User Interface)
14. Apply more than one material on object depending on transparency
Layered Shader
World Origin
Ambient Setting on Shaders
Refraction
15. Do alter silhouette edge of object - Require higher tesselation of surface
File Textures
Displacement Maps
Point Light
Right-Handed System
16. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Blinn
Proprietary Software
Hierarchies
Ray Tracing
17. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Box Modeling
Transformations
Proprietary Software
18. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Right-Handed System
Lambert
Light Linking
Ambient Light
19. Imitates theatrical spot light - Can be focused
Primitive Shapes
Modeling Paradigms
Spot Light
Ambient Light
20. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Ray Tracing
Stencil Maps
World Origin
Directional Light
21. 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)
Ambient Setting on Shaders
Proprietary Software
22. Scaling all directions at once.
Batch Rendering
Anisotropic
Nodes
Uniform Scaling
23. A light used to simulate sunlight and works by rotation.
Ramp Shader
Directional Light
Displacement Maps
Phong and PhongE
24. The darkest color an object will ever be.
Bump Maps
'Swimming' Texture
Ambient Setting on Shaders
Box Modeling
25. The 3D view of your shot.
Layered Shader
Action Safe
Perspective Camera
haders