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