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