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