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