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