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