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