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