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