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