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