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