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