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