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