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