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