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