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