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