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