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