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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. Imitates theatrical spot light - Can be focused
Box Modeling
Action Safe
Phong and PhongE
Spot Light
2. The 3D view of your shot.
Anisotropic
Primitive Shapes
Perspective Camera
Reflection Maps
3. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Directional Light
Lambert
Action Safe
4. Made up of isoparms (edges) - controlled vertices - patches (faces).
Transparency Maps
Directional Light
Phong and PhongE
NURBS
5. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Box Modeling
Hierarchies
Uniform Scaling
Stencil Maps
6. A container that has either a shader - texture - etc.
Nodes
Polygons
Box Modeling
Directional Light
7. Image or color that wraps around the model.
GUI (Graphical User Interface)
Bump Maps
Directional Light
Textures
8. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Point Light
Directional Light
Right-Handed System
Procedural Textures (2D and 3D)
9. The darkest color an object will ever be.
Ambient Setting on Shaders
Stencil Maps
Non-Uniform Scaling
Modeling Paradigms
10. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Proprietary Software
Spot Light
haders
Lambert
11. Software that uses graphics to click on/buttons instead of typed commands.
Topology
GUI (Graphical User Interface)
File Textures
Blinn
12. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Directional Light
Normals (Display>Polygons>Face Normals)
Phong and PhongE
Turnkey Software
13. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Polygons
Bump Maps
Reflection Maps
Compositing
14. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Transformations
Textures
Naming Convention
Refraction
15. Imitates fill light - Doesn't affect specular - Imitates bounced light
Nodes
Ambient Light
Resolution Gate
haders
16. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Right-Handed System
Non-Uniform Scaling
Naming Convention
17. Modified shape to specular
'Swimming' Texture
Directional Light
Anisotropic
Area Light
18. Naming all files in the same way so that they're easy to find.
Action Safe
Nodes
Naming Convention
Transformations
19. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Layered Shader
Point Lights
Orthographic Cameras
20. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Area Light
Directional Light
Modeling Paradigms
haders
21. A texture that was taken from a file.
File Textures
Procedural Textures (2D and 3D)
'Swimming' Texture
Layered Shader
22. Software written specifically for that studio.
Turnkey Software
World Origin
Proprietary Software
Primitive Shapes
23. Scaling all directions at once.
Procedural Textures (2D and 3D)
NURBS
Uniform Scaling
Orthographic Cameras
24. The box where an important action must fit so that nothing gets cut off.
World Origin
Directional Light
Action Safe
Ambient Light
25. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Reflection Maps
Ambient Light
Point Light
26. Includes translating - rotating - and scaling an object in (x -y -z).
Primitive Shapes
Displacement Maps
Compositing
Transformations
27. 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
Ambient Setting on Shaders
Primitive Shapes
Turnkey Software
28. Shows you the resolution of your shot and the aspect ratio of your render cam.
Displacement Maps
Hierarchies
Resolution Gate
Procedural Textures (2D and 3D)
29. Polygons - NURBS - SubDs
Modeling Paradigms
Lambert
Ambient Setting on Shaders
Blinn
30. The starting box where you add details needed.
Procedural Textures (2D and 3D)
Stencil Maps
Compositing
Box Modeling
31. Has sepcular - Used for really shiny objects
Compositing
Polygons
Blinn
Point Light
32. Rendering (taking pictures of) a whole sequence or "batch" of images.
Topology
Point Light
Transformations
Batch Rendering
33. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Ramp Shader
Turnkey Software
Nodes
Primitive Shapes
34. A small box so that the title doesn't get cut off.
Blinn
Ambient Setting on Shaders
Transformations
Title Safe
35. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Non-Uniform Scaling
Nodes
Light Linking
File Textures
36. Has specular - Fall off differs from Blinn
Directional Light
Phong and PhongE
Box Modeling
Layered Shader
37. Do alter silhouette edge of object - Require higher tesselation of surface
Refraction
Bump Maps
Displacement Maps
Hierarchies
38. Defines where material is transparent - AKA Scalar Maps
Turnkey Software
Reflection Maps
Transparency Maps
Light Linking
39. A light that is being emitted in all directions.
Modeling Paradigms
Bump Maps
Point Lights
Directional Light
40. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
41. Off-the-shelf software that anyone uses.
Directional Light
Turnkey Software
Lambert
Bump Maps
42. A light used to simulate sunlight and works by rotation.
Bump Maps
Point Lights
Directional Light
Blinn
43. Apply more than one material on object depending on transparency
Transparency Maps
Bump Maps
Transformations
Layered Shader
44. Apply more than one material on object depending on position of ramp
Ramp Shader
Light Linking
Action Safe
Lambert
45. Imitates light bulb - Omni-directional light rays - Fog
Displacement Maps
Ambient Setting on Shaders
Point Light
Directional Light
46. Imitates rectangular neon light source - Light comes out of source area
Layered Shader
Normals (Display>Polygons>Face Normals)
Hierarchies
Area Light
47. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Batch Rendering
Ray Tracing
Transformations
Right-Handed System
48. Do not alter silhouette edge of object - Implied texture
Directional Light
Bump Maps
Polygons
Area Light
49. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Uniform Scaling
Polygons
World Origin
GUI (Graphical User Interface)
50. The connection between a shader and texture.
'Swimming' Texture
Shading Networks
Refraction
Lambert