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