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