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