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