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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. Do alter silhouette edge of object - Require higher tesselation of surface
Anisotropic
Polygons
Ray Tracing
Displacement Maps
2. Shows you the resolution of your shot and the aspect ratio of your render cam.
Batch Rendering
haders
Resolution Gate
Ray Tracing
3. Imitates rectangular neon light source - Light comes out of source area
GUI (Graphical User Interface)
Topology
Bump Maps
Area Light
4. A light used to simulate sunlight and works by rotation.
Directional Light
World Origin
Spot Light
Proprietary Software
5. A texture that was taken from a file.
Non-Uniform Scaling
File Textures
'Swimming' Texture
Right-Handed System
6. Apply more than one material on object depending on transparency
Stencil Maps
Uniform Scaling
Layered Shader
Modeling Paradigms
7. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Right-Handed System
Lambert
Title Safe
8. Made up of isoparms (edges) - controlled vertices - patches (faces).
Primitive Shapes
Lambert
NURBS
Blinn
9. When you take all rendered images into a software and turn them into a single movie file.
Orthographic Cameras
Compositing
File Textures
Textures
10. Do not alter silhouette edge of object - Implied texture
Bump Maps
Spot Light
Ambient Light
Layered Shader
11. A small box so that the title doesn't get cut off.
Primitive Shapes
Directional Light
Title Safe
Nodes
12. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Bump Maps
'Swimming' Texture
Point Lights
Hierarchies
13. Apply more than one material on object depending on position of ramp
Reflection Maps
Ramp Shader
Lambert
Directional Light
14. The 3D view of your shot.
Perspective Camera
Modeling Paradigms
'Swimming' Texture
Uniform Scaling
15. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Lambert
Modeling Paradigms
Primitive Shapes
16. Modified shape to specular
Transformations
Area Light
Anisotropic
Polygons
17. The darkest color an object will ever be.
Light Linking
Phong and PhongE
Batch Rendering
Ambient Setting on Shaders
18. Imitates theatrical spot light - Can be focused
World Origin
Bump Maps
Spot Light
Orthographic Cameras
19. Off-the-shelf software that anyone uses.
Uniform Scaling
Reflection Maps
Turnkey Software
Perspective Camera
20. Combine color map with transparency map to create a label that can be applied to surface
Hierarchies
Ramp Shader
Turnkey Software
Stencil Maps
21. Polygons - NURBS - SubDs
Title Safe
Phong and PhongE
Modeling Paradigms
Proprietary Software
22. A light that is being emitted in all directions.
Compositing
Light Linking
Right-Handed System
Point Lights
23. The starting box where you add details needed.
Point Lights
Blinn
'Swimming' Texture
Box Modeling
24. Has sepcular - Used for really shiny objects
Transparency Maps
Blinn
Action Safe
Compositing
25. 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.
Point Lights
Ray Tracing
Stencil Maps
Right-Handed System
26. Naming all files in the same way so that they're easy to find.
Box Modeling
Naming Convention
Directional Light
Layered Shader
27. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Bump Maps
Refraction
Topology
Uniform Scaling
28. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
GUI (Graphical User Interface)
Blinn
Ramp Shader
29. Imitates light bulb - Omni-directional light rays - Fog
Blinn
Naming Convention
Procedural Textures (2D and 3D)
Point Light
30. Includes translating - rotating - and scaling an object in (x -y -z).
Area Light
Ambient Setting on Shaders
Ray Tracing
Transformations
31. Defines where material is transparent - AKA Scalar Maps
Phong and PhongE
Ambient Setting on Shaders
Action Safe
Transparency Maps
32. A container that has either a shader - texture - etc.
Box Modeling
Area Light
Normals (Display>Polygons>Face Normals)
Nodes
33. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Action Safe
Shading Networks
Resolution Gate
34. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Batch Rendering
Reflection Maps
Action Safe
Hierarchies
35. The connection between a shader and texture.
Shading Networks
Primitive Shapes
Box Modeling
Uniform Scaling
36. The front - side - top views.
Displacement Maps
Hierarchies
Area Light
Orthographic Cameras
37. The flow of how the edges are patterned around the model.
Refraction
Blinn
Topology
Perspective Camera
38. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Perspective Camera
haders
Blinn
39. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Nodes
Ambient Light
Procedural Textures (2D and 3D)
Area Light
40. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Normals (Display>Polygons>Face Normals)
Non-Uniform Scaling
Directional Light
Polygons
41. The box where an important action must fit so that nothing gets cut off.
Phong and PhongE
Nodes
Action Safe
Light Linking
42. Has specular - Fall off differs from Blinn
Phong and PhongE
Area Light
Orthographic Cameras
Ramp Shader
43. Software written specifically for that studio.
Area Light
Proprietary Software
Polygons
Nodes
44. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Proprietary Software
Light Linking
Box Modeling
World Origin
45. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
46. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Shading Networks
'Swimming' Texture
Directional Light
Nodes
47. Imitates fill light - Doesn't affect specular - Imitates bounced light
GUI (Graphical User Interface)
Ambient Light
Displacement Maps
Topology
48. Rendering (taking pictures of) a whole sequence or "batch" of images.
Phong and PhongE
Right-Handed System
Batch Rendering
GUI (Graphical User Interface)
49. Picking one arrow and scaling one direction at a time.
Displacement Maps
Non-Uniform Scaling
Refraction
World Origin
50. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Directional Light
Stencil Maps
Polygons