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