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