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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. Apply more than one material on object depending on transparency
Right-Handed System
Normals (Display>Polygons>Face Normals)
Layered Shader
Uniform Scaling
2. Do not alter silhouette edge of object - Implied texture
Primitive Shapes
Bump Maps
'Swimming' Texture
World Origin
3. The 3D view of your shot.
Ray Tracing
Naming Convention
Lambert
Perspective Camera
4. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Blinn
Ray Tracing
Perspective Camera
5. A light used to simulate sunlight and works by rotation.
Directional Light
Shading Networks
Hierarchies
Anisotropic
6. Off-the-shelf software that anyone uses.
Turnkey Software
Spot Light
Point Light
Anisotropic
7. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Transparency Maps
Reflection Maps
Ambient Setting on Shaders
Modeling Paradigms
8. The front - side - top views.
'Swimming' Texture
Transparency Maps
Point Lights
Orthographic Cameras
9. Has specular - Fall off differs from Blinn
Nodes
Phong and PhongE
Turnkey Software
Ray Tracing
10. Apply more than one material on object depending on position of ramp
Spot Light
Ramp Shader
Action Safe
Textures
11. Has sepcular - Used for really shiny objects
Directional Light
Blinn
Ambient Setting on Shaders
File Textures
12. A black and white image that is used to give the illusion of a bumpy surface.
Normals (Display>Polygons>Face Normals)
Bump Maps
Uniform Scaling
Compositing
13. Modified shape to specular
Compositing
Anisotropic
Naming Convention
Transformations
14. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
15. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Bump Maps
Layered Shader
Right-Handed System
Refraction
16. The darkest color an object will ever be.
Bump Maps
Ambient Setting on Shaders
Hierarchies
Polygons
17. Software written specifically for that studio.
Proprietary Software
Batch Rendering
Ambient Light
Right-Handed System
18. Defines where material is transparent - AKA Scalar Maps
Normals (Display>Polygons>Face Normals)
Transparency Maps
Compositing
Perspective Camera
19. A light that is being emitted in all directions.
Point Lights
Box Modeling
Turnkey Software
GUI (Graphical User Interface)
20. A texture that was taken from a file.
File Textures
Normals (Display>Polygons>Face Normals)
NURBS
Resolution Gate
21. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
GUI (Graphical User Interface)
Anisotropic
Layered Shader
22. A small box so that the title doesn't get cut off.
Title Safe
Stencil Maps
Modeling Paradigms
Transformations
23. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Directional Light
Layered Shader
Refraction
Polygons
24. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Hierarchies
Box Modeling
Normals (Display>Polygons>Face Normals)
Uniform Scaling
25. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Orthographic Cameras
File Textures
Procedural Textures (2D and 3D)
World Origin
26. Imitates theatrical spot light - Can be focused
Spot Light
Directional Light
Title Safe
Non-Uniform Scaling
27. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ambient Light
Displacement Maps
Ray Tracing
Primitive Shapes
28. Picking one arrow and scaling one direction at a time.
Compositing
Non-Uniform Scaling
Box Modeling
'Swimming' Texture
29. Imitates fill light - Doesn't affect specular - Imitates bounced light
Batch Rendering
Displacement Maps
Ambient Light
File Textures
30. Rendering (taking pictures of) a whole sequence or "batch" of images.
Point Light
Batch Rendering
Polygons
Blinn
31. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Spot Light
Directional Light
Batch Rendering
32. The starting box where you add details needed.
Box Modeling
Textures
Bump Maps
Transparency Maps
33. When you take all rendered images into a software and turn them into a single movie file.
Point Light
Compositing
Procedural Textures (2D and 3D)
Transparency Maps
34. The connection between a shader and texture.
Directional Light
Area Light
Transformations
Shading Networks
35. A container that has either a shader - texture - etc.
Polygons
Textures
Area Light
Nodes
36. Polygons - NURBS - SubDs
Modeling Paradigms
Displacement Maps
Ray Tracing
Refraction
37. Do alter silhouette edge of object - Require higher tesselation of surface
Title Safe
Transparency Maps
Directional Light
Displacement Maps
38. Includes translating - rotating - and scaling an object in (x -y -z).
GUI (Graphical User Interface)
Stencil Maps
Nodes
Transformations
39. Naming all files in the same way so that they're easy to find.
Directional Light
Naming Convention
Primitive Shapes
Point Lights
40. Scaling all directions at once.
Uniform Scaling
Action Safe
World Origin
Directional Light
41. Image or color that wraps around the model.
Textures
Layered Shader
Compositing
Anisotropic
42. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
File Textures
Primitive Shapes
Directional Light
Procedural Textures (2D and 3D)
43. 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.
Right-Handed System
Normals (Display>Polygons>Face Normals)
Transparency Maps
Light Linking
44. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Naming Convention
Batch Rendering
Spot Light
haders
45. Imitates rectangular neon light source - Light comes out of source area
GUI (Graphical User Interface)
Phong and PhongE
Area Light
Bump Maps
46. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
World Origin
Ambient Setting on Shaders
Lambert
47. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Point Light
Light Linking
Uniform Scaling
Lambert
48. Software that uses graphics to click on/buttons instead of typed commands.
Refraction
Normals (Display>Polygons>Face Normals)
GUI (Graphical User Interface)
Stencil Maps
49. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Proprietary Software
Ray Tracing
World Origin
Shading Networks
50. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Batch Rendering
Perspective Camera
Turnkey Software
Hierarchies