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