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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. A container that has either a shader - texture - etc.
Nodes
Layered Shader
Bump Maps
Resolution Gate
2. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Transparency Maps
Non-Uniform Scaling
Uniform Scaling
Directional Light
3. The darkest color an object will ever be.
Ambient Setting on Shaders
Proprietary Software
Point Light
'Swimming' Texture
4. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Hierarchies
Ramp Shader
Non-Uniform Scaling
NURBS
5. A light used to simulate sunlight and works by rotation.
Uniform Scaling
Directional Light
Bump Maps
Transparency Maps
6. Defines where material is transparent - AKA Scalar Maps
Compositing
Ambient Light
Transparency Maps
Polygons
7. Includes translating - rotating - and scaling an object in (x -y -z).
Light Linking
Lambert
Transformations
Perspective Camera
8. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Orthographic Cameras
Non-Uniform Scaling
Shading Networks
Ray Tracing
9. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Orthographic Cameras
Reflection Maps
Resolution Gate
Bump Maps
10. A light that is being emitted in all directions.
Anisotropic
Shading Networks
GUI (Graphical User Interface)
Point Lights
11. Modified shape to specular
Naming Convention
Proprietary Software
Anisotropic
Point Lights
12. Apply more than one material on object depending on transparency
Blinn
Layered Shader
Transparency Maps
Bump Maps
13. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
'Swimming' Texture
Light Linking
Refraction
Compositing
14. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Shading Networks
Layered Shader
Spot Light
15. The starting box where you add details needed.
Modeling Paradigms
Box Modeling
Ambient Light
Stencil Maps
16. Polygons - NURBS - SubDs
GUI (Graphical User Interface)
Modeling Paradigms
Spot Light
Ramp Shader
17. Imitates theatrical spot light - Can be focused
Spot Light
Layered Shader
Transformations
Refraction
18. Software written specifically for that studio.
Proprietary Software
Bump Maps
Turnkey Software
Non-Uniform Scaling
19. Has specular - Fall off differs from Blinn
'Swimming' Texture
Phong and PhongE
Ambient Setting on Shaders
Transparency Maps
20. 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.
Bump Maps
Right-Handed System
Point Lights
Perspective Camera
21. Naming all files in the same way so that they're easy to find.
Primitive Shapes
Light Linking
Naming Convention
Area Light
22. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Non-Uniform Scaling
Ambient Light
haders
Refraction
23. The connection between a shader and texture.
Light Linking
Procedural Textures (2D and 3D)
Action Safe
Shading Networks
24. Has sepcular - Used for really shiny objects
Naming Convention
Point Lights
Blinn
Shading Networks
25. Do not alter silhouette edge of object - Implied texture
Displacement Maps
Bump Maps
World Origin
Transformations
26. Off-the-shelf software that anyone uses.
Lambert
Turnkey Software
Phong and PhongE
Hierarchies
27. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
World Origin
Primitive Shapes
Naming Convention
28. Picking one arrow and scaling one direction at a time.
Point Light
Light Linking
Ambient Setting on Shaders
Non-Uniform Scaling
29. Apply more than one material on object depending on position of ramp
Turnkey Software
Bump Maps
Textures
Ramp Shader
30. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Ramp Shader
Layered Shader
Reflection Maps
World Origin
31. Made up of isoparms (edges) - controlled vertices - patches (faces).
Refraction
Transformations
Action Safe
NURBS
32. A black and white image that is used to give the illusion of a bumpy surface.
Light Linking
Action Safe
Bump Maps
Anisotropic
33. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Point Light
'Swimming' Texture
Procedural Textures (2D and 3D)
Shading Networks
34. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Area Light
Ramp Shader
Topology
35. Mathematically most simple - No specular - Used for matte finishes
Bump Maps
Batch Rendering
Lambert
Anisotropic
36. The flow of how the edges are patterned around the model.
Topology
Compositing
Light Linking
Spot Light
37. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Spot Light
Box Modeling
Nodes
38. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Area Light
Shading Networks
Ramp Shader
39. The front - side - top views.
World Origin
Perspective Camera
Orthographic Cameras
Spot Light
40. Scaling all directions at once.
Uniform Scaling
File Textures
Shading Networks
Spot Light
41. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
42. Do alter silhouette edge of object - Require higher tesselation of surface
Box Modeling
Lambert
Displacement Maps
Phong and PhongE
43. The 3D view of your shot.
GUI (Graphical User Interface)
Directional Light
Topology
Perspective Camera
44. A small box so that the title doesn't get cut off.
Ramp Shader
Ambient Light
NURBS
Title Safe
45. Imitates fill light - Doesn't affect specular - Imitates bounced light
Light Linking
Polygons
Naming Convention
Ambient Light
46. Combine color map with transparency map to create a label that can be applied to surface
Uniform Scaling
Point Light
Stencil Maps
Orthographic Cameras
47. Rendering (taking pictures of) a whole sequence or "batch" of images.
Polygons
Batch Rendering
Right-Handed System
Uniform Scaling
48. Image or color that wraps around the model.
Textures
Layered Shader
Orthographic Cameras
Box Modeling
49. A texture that was taken from a file.
File Textures
Refraction
Bump Maps
GUI (Graphical User Interface)
50. Imitates light bulb - Omni-directional light rays - Fog
Modeling Paradigms
Proprietary Software
Point Light
Transformations