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