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