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. The starting box where you add details needed.
Box Modeling
Procedural Textures (2D and 3D)
Layered Shader
Reflection Maps
2. Imitates theatrical spot light - Can be focused
Layered Shader
Anisotropic
NURBS
Spot Light
3. The flow of how the edges are patterned around the model.
Ambient Setting on Shaders
Topology
Ramp Shader
Action Safe
4. The connection between a shader and texture.
Light Linking
Turnkey Software
Non-Uniform Scaling
Shading Networks
5. The 3D view of your shot.
Orthographic Cameras
Perspective Camera
'Swimming' Texture
Title Safe
6. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Anisotropic
Bump Maps
Normals (Display>Polygons>Face Normals)
Non-Uniform Scaling
7. Has specular - Fall off differs from Blinn
Ambient Light
GUI (Graphical User Interface)
Phong and PhongE
Area Light
8. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
haders
Hierarchies
Spot Light
Ramp Shader
9. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Bump Maps
Box Modeling
Lambert
10. Scaling all directions at once.
Reflection Maps
Ramp Shader
Uniform Scaling
Batch Rendering
11. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Bump Maps
Transparency Maps
Transformations
12. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Topology
Batch Rendering
Shading Networks
Procedural Textures (2D and 3D)
13. Apply more than one material on object depending on position of ramp
Ramp Shader
Bump Maps
Proprietary Software
Procedural Textures (2D and 3D)
14. Includes translating - rotating - and scaling an object in (x -y -z).
Polygons
Transformations
Blinn
Layered Shader
15. Rendering (taking pictures of) a whole sequence or "batch" of images.
Proprietary Software
Light Linking
Batch Rendering
Area Light
16. Made up of isoparms (edges) - controlled vertices - patches (faces).
Point Lights
NURBS
Primitive Shapes
Spot Light
17. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Phong and PhongE
NURBS
Nodes
18. A light that is being emitted in all directions.
Lambert
Point Lights
Directional Light
Ambient Light
19. A small box so that the title doesn't get cut off.
File Textures
Uniform Scaling
Title Safe
Turnkey Software
20. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Directional Light
World Origin
Light Linking
Ray Tracing
21. Modified shape to specular
Area Light
'Swimming' Texture
Resolution Gate
Anisotropic
22. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Box Modeling
Bump Maps
Directional Light
Bump Maps
23. Naming all files in the same way so that they're easy to find.
Layered Shader
Blinn
Primitive Shapes
Naming Convention
24. Imitates light bulb - Omni-directional light rays - Fog
Phong and PhongE
Ambient Light
Point Light
Box Modeling
25. Image or color that wraps around the model.
Compositing
Textures
NURBS
Box Modeling
26. Do not alter silhouette edge of object - Implied texture
Reflection Maps
Directional Light
Non-Uniform Scaling
Bump Maps
27. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Light Linking
NURBS
Stencil Maps
28. Polygons - NURBS - SubDs
Textures
Action Safe
Transformations
Modeling Paradigms
29. Shows you the resolution of your shot and the aspect ratio of your render cam.
Blinn
Non-Uniform Scaling
Resolution Gate
Proprietary Software
30. A texture that was taken from a file.
File Textures
Directional Light
Nodes
Compositing
31. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
32. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Directional Light
Compositing
Orthographic Cameras
Polygons
33. Imitates fill light - Doesn't affect specular - Imitates bounced light
'Swimming' Texture
Ambient Light
Bump Maps
Proprietary Software
34. A container that has either a shader - texture - etc.
Proprietary Software
Nodes
Uniform Scaling
Resolution Gate
35. A black and white image that is used to give the illusion of a bumpy surface.
Hierarchies
Bump Maps
Procedural Textures (2D and 3D)
Naming Convention
36. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Textures
Ramp Shader
Modeling Paradigms
37. The darkest color an object will ever be.
Hierarchies
Ambient Setting on Shaders
Lambert
Action Safe
38. A light used to simulate sunlight and works by rotation.
Orthographic Cameras
Directional Light
Ambient Setting on Shaders
Transparency Maps
39. Imitates rectangular neon light source - Light comes out of source area
Transparency Maps
Batch Rendering
Area Light
GUI (Graphical User Interface)
40. Has sepcular - Used for really shiny objects
Transparency Maps
haders
Box Modeling
Blinn
41. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Primitive Shapes
Modeling Paradigms
Topology
World Origin
42. 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
Right-Handed System
World Origin
Title Safe
43. Picking one arrow and scaling one direction at a time.
Action Safe
Bump Maps
Hierarchies
Non-Uniform Scaling
44. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Proprietary Software
Refraction
'Swimming' Texture
Non-Uniform Scaling
45. Software written specifically for that studio.
Batch Rendering
Blinn
Anisotropic
Proprietary Software
46. Off-the-shelf software that anyone uses.
Resolution Gate
Orthographic Cameras
Turnkey Software
Area Light
47. Mathematically most simple - No specular - Used for matte finishes
File Textures
Anisotropic
Stencil Maps
Lambert
48. The front - side - top views.
Orthographic Cameras
Compositing
Hierarchies
Ambient Light
49. Do alter silhouette edge of object - Require higher tesselation of surface
Point Light
Primitive Shapes
Displacement Maps
Lambert
50. Apply more than one material on object depending on transparency
Layered Shader
Modeling Paradigms
File Textures
Anisotropic