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