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