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