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