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