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