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