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