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