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