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