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